| // 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_ |