* Huge stability push... all (known) paths have been tested heavily on linux with tsan and every single found race condition report has been fixed. Lots of locks have been added/moved/changed and some instances of things have been leaked on purpose to prevent tsan reports during shutdown
* More efficient storage proxy implementation which immediately forward segments to clients once they are available in proxy
* Added UbaAgent -command=x which can be used to send commands to host. Supported commands are "status"which prints out status of all remote sessions. "abort/abortproxy/abortnonproxy" that can be used to abort remote sessions and "disableremote" to have host stop accepting more helpers
* Fixed scheduler::stop bug if remotes were still requesting processes
* Added support for process reuse on linux/macos
* Added support for Coordinator interface and dynamically load coordinator dll in UbaCli
* Restructured code a little bit to be able to queue up all writes in parallel
* Added Show create/write colors to visualizer (defaults to on)
* Fixed so write file times are visualized in visualizer
* Improved socket path for visualizer
* Improved a lot of error messages
* Fixed double close of memory handle in StorageServer
* Changed some ScopedWriteLock to SCOPED_WRITE_LOCK (same for read locks)
* Fixed some missing cleanup of trace view when starting a new trace view in visualizer
[CL 32137083 by henrik karlsson in ue5-main branch]
* Changed so all ScopedReadLock and ScopedWriteLock are macros (SCOPED_READ_LOCK and SCOPED_WRITE_LOCK).. this to be able to add code around the lock to measure contention. Contention testing code can be enabled by setting UBA_TRACK_CONTENTION to 1
[CL 31795889 by henrik karlsson in ue5-main branch]
* Fixed a bug in UbaWorkManager shutdown where intrusive linked list contains bad instances while deleting workers
* Fixed more tsan errors when doing ctrl-c on host
[CL 31676297 by henrik karlsson in ue5-main branch]
* Fixed read-after-free bug found by TSAN in StorageServer.cpp
* Fixed write-after-free bug found in UbaProcess.cpp (m_cancelEvent.Set() could be called after memory was freed)
* Lots of minor fixes found using TSAN. Most are harmless but still nice to cleanup
* Disabled mimalloc for linux again.. seems like tsan does not like it so maybe there are bugs in it
[CL 31676014 by henrik karlsson in ue5-main branch]
* Added O_CLOEXEC to all open to prevent file descriptors from leaking to child processes. This seems to really fix the ETXTBUSY
* Added read hint for DecompressMemoryToMemory to be able to show better error messages
[CL 31636371 by henrik karlsson in ue5-main branch]
* Added so session information contains information about number of processor groups
* Added so detoured process matches uba message thread's processor group
[CL 31607498 by henrik karlsson in ue5-main branch]
* Added support for most features in UbaScheduler. Dependencies, weights etc etc.
* Added support for loading yaml file with processes for UbaScheduler.
* Added so UbaCli interprets yaml file as a file with processes use it to populate a scheduler which is then executed
* Fixed so all threads inside same process spawned by uba ends up in the same thread group.
* Fixed linux crash where process comunication memory was deleted when cancel event was called (added lock around code)
* Fixed deadlock that could happen if flush dead processes were called at the after lock but before processhandle dtor in Session::ProcessExited
* Changed new[]/delete[] to aligned_alloc/free because for some reason new/delete trigger asan on linux and don't know why.
[CL 31372220 by henrik karlsson in ue5-main branch]
* Removed logging entries that was only added to make horde not timeout.. since this was implemented horde has added ping logic so this is not needed anymore
* Fixed bug in callstack logging on posix
* Changed a bunch of %hs to %s
* Added allocator debug code to try to figure out asan issues
[CL 31281576 by henrik karlsson in ue5-main branch]
* Fixed so stdout/err is redirected to pipe on detoured processes on linux/mac.. this should fix so errors are visualized in the right place
* Added -nostdout to UbaCli to be able to check that redirected stdout/err works
* Added version for process messages to catch issues where ppl have old ubaagent.exe but new ubadetours.dll
* Added capacity parameter to FixPath and added asserts to check that we never write outside capacity
* Fixed code creating g_virtualApplication buffer.
* Disabled asserts for mac non debug builds
* Removed detoured write/fwrite for posix now when we instead redirect stdout/err
* Enabled some unit tests for linux now when they work as intended regarding redirected stdout/err
[CL 31029918 by henrik karlsson in ue5-main branch]
* Fixed some error handling for posix
* Improved some logging
* Disabled some unit tests on linux because they always fail
[CL 30991796 by henrik karlsson in ue5-main branch]
* Fixed file descriptor leak when running native processes on posix platforms
* Removed hangup test on poll for pipe file descriptors since it exited to early and missed reads
[CL 30963156 by henrik karlsson in ue5-main branch]
* Improved error handling for setpriority even more. There is a risk that a non-detoured process have exited already when we get to this function
[CL 30878827 by henrik karlsson in ue5-main branch]
* Changed so com memory is not split up in read and write since they never overlap.. so both read and write can use all the memory
[CL 30871523 by henrik karlsson in ue5-main branch]
* Fixed so imagehlp.dll and dbghelp.dll are detoured when loaded. Detour ImageGetDigestStream and SymLoadModuleExW because both of them cause trouble on wine
* Fixed so reuse of processes also honor log files so a new log file is created when reuse happen
* Improved log file naming so host can set name and log files are sent back properly with the right name
[CL 30638193 by henrik karlsson in ue5-main branch]
* Added GetNextProcess as a real message type (not using Custom) to be able to stop fetching work if helper is being terminated by aws or if we want to scale down number of workers
* Did some cleanup in the Tcp backend code and made sure not to call close socket multiple times (since it can cause the code to close a different socket than what is owned)
[CL 30584707 by henrik karlsson in ue5-main branch]