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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 |
| 11 namespace content { |
| 12 |
| 13 // This SeqLock handles only *one* writer and multiple readers. It may be |
| 14 // suitable for low-contention with relatively infrequent writes, and many |
| 15 // readers. See: |
| 16 // http://en.wikipedia.org/wiki/Seqlock |
| 17 // http://www.concurrencykit.org/doc/ck_sequence.html |
| 18 // This implementation is based on ck_sequence.h from http://concurrencykit.org. |
| 19 // |
| 20 // Currently, this is used in only one location. It may make sense to |
| 21 // generalize with a higher-level construct that owns both the lock and the |
| 22 // data buffer, if it is to be used more widely. |
| 23 // |
| 24 // You must be very careful not to operate on potentially inconsistent read |
| 25 // buffers. If the read must be retry'd, the data in the read buffer could |
| 26 // contain any random garbage. e.g., contained pointers might be |
| 27 // garbage, or indices could be out of range. Probably the only suitable thing |
| 28 // to do during the read loop is to make a copy of the data, and operate on it |
| 29 // only after the read was found to be consistent. |
| 30 class GamepadSeqLock { |
| 31 public: |
| 32 GamepadSeqLock(); |
| 33 base::subtle::Atomic32 ReadBegin(); |
| 34 bool ReadRetry(base::subtle::Atomic32 version); |
| 35 void WriteBegin(); |
| 36 void WriteEnd(); |
| 37 |
| 38 private: |
| 39 base::subtle::Atomic32 sequence_; |
| 40 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); |
| 41 }; |
| 42 |
| 43 } // namespace content |
| 44 |
| 45 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
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