<ted> So I think that the answer is, yeah, we do that syncronously.
We do a dbus call to cgmanager to get the list of pids and try to write their proc value.
If we fail, then we need a setuid helper for things like oxide.
So it could be that spawning that helper is part of what is causing a delay
I'm not sure how to do it another way though.
We're not blocking on it running, the overhead is just starting it.
<ted> So I think that the answer is, yeah, we do that syncronously.
We do a dbus call to cgmanager to get the list of pids and try to write their proc value.
If we fail, then we need a setuid helper for things like oxide.
So it could be that spawning that helper is part of what is causing a delay
I'm not sure how to do it another way though.
We're not blocking on it running, the overhead is just starting it.