KILL_CONTROL_GROUP = 0,
KILL_PROCESS_GROUP,
KILL_PROCESS,
+ KILL_NONE,
_KILL_MODE_MAX,
_KILL_MODE_INVALID = -1
} KillMode;
struct UnitVTable {
const char *suffix;
- int (*init)(Unit *u, UnitLoadState *new_state);
+ /* Can units of this type have multiple names? */
+ bool no_alias:1;
+
+ /* If true units of this types can never have "Requires"
+ * dependencies, because state changes can only be observed,
+ * not triggered */
+ bool refuse_requires:1;
+
+ /* This should reset all type-specific variables. This should
+ * not allocate memory, and is either called with 0
+ * initialized data, or with data left from done() */
+ void (*init)(Unit *u);
+
+ /* Actually load data from disk. This may fail, and should set
+ * load_state to UNIT_LOADED, UNIT_MERGED or leave it at
+ * UNIT_STUB if no configuration could be found. */
+ int (*load)(Unit *u);
+
+ /* This should free all type-specific variables. It should be
+ * idempotent. There's no need to reset variables that deal
+ * with dynamic memory/resources. */
void (*done)(Unit *u);
+
+ /* If a a lot of units got created via enumerate(), this is
+ * where to actually set the state and call unit_notify(). */
int (*coldplug)(Unit *u);
void (*dump)(Unit *u, FILE *f, const char *prefix);
* a simpler one that the engine can understand */
UnitActiveState (*active_state)(Unit *u);
+ /* Returns the substate specific to this unit type as
+ * string. This is purely information so that we can give the
+ * user a more finegrained explanation in which actual state a
+ * unit is in. */
+ const char* (*sub_state_to_string)(Unit *u);
+
void (*fd_event)(Unit *u, int fd, uint32_t events, Watch *w);
void (*sigchld_event)(Unit *u, pid_t pid, int code, int status);
void (*timer_event)(Unit *u, uint64_t n_elapsed, Watch *w);
Unit *unit_follow_merge(Unit *u);
-int unit_load_fragment_and_dropin(Unit *u, UnitLoadState *new_state);
-int unit_load_fragment_and_dropin_optional(Unit *u, UnitLoadState *new_state);
+int unit_load_fragment_and_dropin(Unit *u);
+int unit_load_fragment_and_dropin_optional(Unit *u);
int unit_load(Unit *unit);
const char* unit_id(Unit *u);
UnitActiveState unit_active_state(Unit *u);
+const char* unit_sub_state_to_string(Unit *u);
+
void unit_dump(Unit *u, FILE *f, const char *prefix);
bool unit_can_reload(Unit *u);