Index: content/common/gamepad_seqlock.h |
diff --git a/content/common/gamepad_seqlock.h b/content/common/gamepad_seqlock.h |
deleted file mode 100644 |
index 35f51e58d39d6ea6ef4401fca9441907788e16b8..0000000000000000000000000000000000000000 |
--- a/content/common/gamepad_seqlock.h |
+++ /dev/null |
@@ -1,46 +0,0 @@ |
-// 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. |
- |
-#ifndef CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
-#define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
- |
-#include "base/atomicops.h" |
-#include "base/threading/platform_thread.h" |
-#include "content/common/content_export.h" |
- |
-namespace content { |
- |
-// This SeqLock handles only *one* writer and multiple readers. It may be |
-// suitable for low-contention with relatively infrequent writes, and many |
-// readers. See: |
-// http://en.wikipedia.org/wiki/Seqlock |
-// 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(); |
- base::subtle::Atomic32 ReadBegin(); |
- bool ReadRetry(base::subtle::Atomic32 version); |
- void WriteBegin(); |
- void WriteEnd(); |
- |
- private: |
- base::subtle::Atomic32 sequence_; |
- DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); |
-}; |
- |
-} // namespace content |
- |
-#endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |