Index: content/common/gamepad_seqlock.h |
=================================================================== |
--- content/common/gamepad_seqlock.h (revision 146895) |
+++ content/common/gamepad_seqlock.h (working copy) |
@@ -1,4 +1,4 @@ |
-// Copyright (c) 2012 The Chromium Authors. All rights reserved. |
+// Copyright (c) 2011 The Chromium Authors. All rights reserved. |
// Use of this source code is governed by a BSD-style license that can be |
// found in the LICENSE file. |
@@ -6,76 +6,38 @@ |
#define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
#include "base/atomicops.h" |
-#include "base/basictypes.h" |
+#include "base/threading/platform_thread.h" |
#include "content/common/content_export.h" |
namespace content { |
-namespace internal { |
- |
-class CONTENT_EXPORT GamepadSeqLockBase { |
- protected: |
- static const size_t kEntries = 2; |
- typedef base::subtle::Atomic32 Atomic32; |
- struct BaseEntry { |
- Atomic32 sequence_; |
- // Both writer and readers work with the array concurrently, |
- // so it must be accessed with atomic operations. |
- Atomic32 data_[1]; |
- }; |
- |
- GamepadSeqLockBase(BaseEntry* entries, size_t size); |
- void ReadTo(Atomic32* obj); |
- void Write(const Atomic32* obj); |
- |
- private: |
- const size_t size_; |
- Atomic32 current_; |
- BaseEntry* entries_[kEntries]; |
-}; |
- |
-} // namespace internal |
- |
// This SeqLock handles only *one* writer and multiple readers. It may be |
-// suitable for high read frequency scenarios and is especially useful in shared |
-// memory environment. See for the basic idea: |
+// suitable for low-contention with relatively infrequent writes, and many |
+// readers. See: |
// http://en.wikipedia.org/wiki/Seqlock |
-// However, this implementation is an improved lock-free variant. |
-// The SeqLock can hold only POD fully-embed data (no pointers |
-// to satellite data), copies are done with memcpy. |
-template<typename T> |
-class GamepadSeqLock : public internal::GamepadSeqLockBase { |
+// http://www.concurrencykit.org/doc/ck_sequence.html |
+// This implementation is based on ck_sequence.h from http://concurrencykit.org. |
+// |
+// Currently, this is used in only one location. It may make sense to |
+// generalize with a higher-level construct that owns both the lock and the |
+// data buffer, if it is to be used more widely. |
+// |
+// You must be very careful not to operate on potentially inconsistent read |
+// buffers. If the read must be retry'd, the data in the read buffer could |
+// contain any random garbage. e.g., contained pointers might be |
+// garbage, or indices could be out of range. Probably the only suitable thing |
+// to do during the read loop is to make a copy of the data, and operate on it |
+// only after the read was found to be consistent. |
+class CONTENT_EXPORT GamepadSeqLock { |
public: |
- GamepadSeqLock() |
- : internal::GamepadSeqLockBase(entries_, kSize) { |
- } |
+ GamepadSeqLock(); |
+ base::subtle::Atomic32 ReadBegin(); |
+ bool ReadRetry(base::subtle::Atomic32 version); |
+ void WriteBegin(); |
+ void WriteEnd(); |
- // May be called concurrently with ReadTo and Write. |
- // - If ReadTo occurs in the middle of Write (on another thread), |
- // ReadTo gets the old data (not the new data being written |
- // by the other thread). |
- // - ReadTo never spins unless the writer thread is calling Write |
- // multiple times before ReadTo completes. |
- void ReadTo(T* obj) { |
- // Breaks strict-aliasing rules. |
- Base::ReadTo(reinterpret_cast<Atomic32*>(obj)); |
- } |
- |
- // Must be called by a single thread at a time. May be called concurrently |
- // with ReadTo. |
- void Write(const T& obj) { |
- // Breaks strict-aliasing rules. |
- Base::Write(reinterpret_cast<const Atomic32*>(&obj)); |
- } |
- |
-private: |
- typedef internal::GamepadSeqLockBase Base; |
- COMPILE_ASSERT(sizeof(T) % sizeof(Atomic32) == 0, bad_object_size); |
- static size_t const kSize = sizeof(T) / sizeof(Atomic32); |
- struct Entry : Base::BaseEntry { |
- Atomic32 data_[kSize]; |
- }; |
- Entry entries_[kEntries]; |
+ private: |
+ base::subtle::Atomic32 sequence_; |
DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); |
}; |