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Side by Side Diff: content/common/gamepad_seqlock.h

Issue 14678012: Implement the content/renderer and content/browser part of the Device Motion API. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix compilation: peer_handle -> PeerHandle() Created 7 years, 5 months ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #ifndef CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
6 #define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
7
8 #include "base/atomicops.h"
9 #include "base/threading/platform_thread.h"
10 #include "content/common/content_export.h"
11
12 namespace content {
13
14 // This SeqLock handles only *one* writer and multiple readers. It may be
15 // suitable for low-contention with relatively infrequent writes, and many
16 // readers. See:
17 // http://en.wikipedia.org/wiki/Seqlock
18 // http://www.concurrencykit.org/doc/ck_sequence.html
19 // This implementation is based on ck_sequence.h from http://concurrencykit.org.
20 //
21 // Currently, this is used in only one location. It may make sense to
22 // generalize with a higher-level construct that owns both the lock and the
23 // data buffer, if it is to be used more widely.
24 //
25 // You must be very careful not to operate on potentially inconsistent read
26 // buffers. If the read must be retry'd, the data in the read buffer could
27 // contain any random garbage. e.g., contained pointers might be
28 // garbage, or indices could be out of range. Probably the only suitable thing
29 // to do during the read loop is to make a copy of the data, and operate on it
30 // only after the read was found to be consistent.
31 class CONTENT_EXPORT GamepadSeqLock {
32 public:
33 GamepadSeqLock();
34 base::subtle::Atomic32 ReadBegin();
35 bool ReadRetry(base::subtle::Atomic32 version);
36 void WriteBegin();
37 void WriteEnd();
38
39 private:
40 base::subtle::Atomic32 sequence_;
41 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock);
42 };
43
44 } // namespace content
45
46 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
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