+ self.exclusive_BGL = False
+
+ def _ExecLU(self, lu):
+ """Logical Unit execution sequence.
+
+ """
+ write_count = self.context.cfg.write_count
+ lu.CheckPrereq()
+ hm = HooksMaster(rpc.call_hooks_runner, self, lu)
+ h_results = hm.RunPhase(constants.HOOKS_PHASE_PRE)
+ lu.HooksCallBack(constants.HOOKS_PHASE_PRE, h_results,
+ self._feedback_fn, None)
+ try:
+ result = lu.Exec(self._feedback_fn)
+ h_results = hm.RunPhase(constants.HOOKS_PHASE_POST)
+ result = lu.HooksCallBack(constants.HOOKS_PHASE_POST, h_results,
+ self._feedback_fn, result)
+ finally:
+ # FIXME: This needs locks if not lu_class.REQ_BGL
+ if write_count != self.context.cfg.write_count:
+ hm.RunConfigUpdate()
+
+ return result
+
+ def _LockAndExecLU(self, lu, level):
+ """Execute a Logical Unit, with the needed locks.
+
+ This is a recursive function that starts locking the given level, and
+ proceeds up, till there are no more locks to acquire. Then it executes the
+ given LU and its opcodes.
+
+ """
+ if level in lu.needed_locks:
+ # This is always safe to do, as we can't acquire more/less locks than
+ # what was requested.
+ lu.needed_locks[level] = self.context.glm.acquire(level,
+ lu.needed_locks[level])
+ try:
+ result = self._LockAndExecLU(lu, level + 1)
+ finally:
+ if lu.needed_locks[level]:
+ self.context.glm.release(level)
+ else:
+ result = self._ExecLU(lu)
+
+ return result