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Unified Diff: content/common/gamepad_seqlock.h

Issue 8689011: Renderer reading side of gamepad (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: review fixes, some renaming Created 9 years, 1 month ago
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Index: content/common/gamepad_seqlock.h
diff --git a/content/common/gamepad_seqlock.h b/content/common/gamepad_seqlock.h
new file mode 100644
index 0000000000000000000000000000000000000000..811aeca387924a59d5d830de17b5826985ec6ace
--- /dev/null
+++ b/content/common/gamepad_seqlock.h
@@ -0,0 +1,45 @@
+// 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"
+
+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 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_

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