mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2025-11-29 17:38:24 +08:00
224 lines
4.9 KiB
C++
224 lines
4.9 KiB
C++
#include "ace/Notification_Queue.h"
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#if !defined (__ACE_INLINE__)
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#include "ace/Notification_Queue.inl"
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#endif /* __ACE_INLINE__ */
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#include "ace/Guard_T.h"
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ACE_BEGIN_VERSIONED_NAMESPACE_DECL
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ACE_Notification_Queue::
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ACE_Notification_Queue()
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: ACE_Copy_Disabled()
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, alloc_queue_()
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, notify_queue_()
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, free_queue_()
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{
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}
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ACE_Notification_Queue::
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~ACE_Notification_Queue()
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{
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reset();
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}
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int
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ACE_Notification_Queue::open()
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{
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ACE_TRACE ("ACE_Notification_Queue::open");
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ACE_GUARD_RETURN (ACE_SYNCH_MUTEX, mon, this->notify_queue_lock_, -1);
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if (!this->free_queue_.is_empty ())
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return 0;
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return allocate_more_buffers();
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}
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void
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ACE_Notification_Queue::reset()
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{
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ACE_TRACE ("ACE_Notification_Queue::reset");
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// Release all the event handlers still in the queue ...
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for (ACE_Notification_Queue_Node * node = notify_queue_.head();
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node != 0;
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node = node->next())
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{
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if (node->get().eh_ == 0)
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{
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continue;
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}
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(void) node->get().eh_->remove_reference();
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}
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// ... free up the dynamically allocated resources ...
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ACE_Notification_Queue_Node **b = 0;
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for (ACE_Unbounded_Queue_Iterator<ACE_Notification_Queue_Node *> alloc_iter (this->alloc_queue_);
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alloc_iter.next (b) != 0;
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alloc_iter.advance ())
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{
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delete [] *b;
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*b = 0;
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}
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// ... cleanup the list of allocated blocks ...
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this->alloc_queue_.reset ();
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// ... swap with empty lists to reset the contents ...
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Buffer_List().swap(notify_queue_);
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Buffer_List().swap(free_queue_);
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}
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int
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ACE_Notification_Queue::allocate_more_buffers()
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{
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ACE_TRACE ("ACE_Notification_Queue::allocate_more_buffers");
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ACE_Notification_Queue_Node *temp = 0;
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ACE_NEW_RETURN (temp,
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ACE_Notification_Queue_Node[ACE_REACTOR_NOTIFICATION_ARRAY_SIZE],
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-1);
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if (this->alloc_queue_.enqueue_head (temp) == -1)
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{
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delete [] temp;
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return -1;
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}
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for (size_t i = 0; i < ACE_REACTOR_NOTIFICATION_ARRAY_SIZE; ++i)
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{
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free_queue_.push_front(temp + i);
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}
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return 0;
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}
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int
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ACE_Notification_Queue::purge_pending_notifications(
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ACE_Event_Handler * eh,
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ACE_Reactor_Mask mask)
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{
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ACE_TRACE ("ACE_Notification_Queue::purge_pending_notifications");
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ACE_GUARD_RETURN (ACE_SYNCH_MUTEX, mon, this->notify_queue_lock_, -1);
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if (this->notify_queue_.is_empty ())
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return 0;
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int number_purged = 0;
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ACE_Notification_Queue_Node * node = notify_queue_.head();
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while(node != 0)
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{
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if (!node->matches_for_purging(eh))
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{
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// Easy case, skip to the next node
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node = node->next();
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continue;
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}
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if (!node->mask_disables_all_notifications(mask))
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{
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// ... another easy case, skip this node too, but clear the
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// mask first ...
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node->clear_mask(mask);
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node = node->next();
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continue;
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}
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// ... this is the more complicated case, we want to remove the
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// node from the notify_queue_ list. First save the next node
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// on the list:
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ACE_Notification_Queue_Node * next = node->next();
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// ... then remove it ...
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notify_queue_.unsafe_remove(node);
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++number_purged;
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// ... release resources ...
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ACE_Event_Handler *event_handler = node->get().eh_;
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event_handler->remove_reference ();
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// ... now this is a free node ...
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free_queue_.push_front(node);
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// ... go to the next node, if there is one ...
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node = next;
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}
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return number_purged;
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}
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int
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ACE_Notification_Queue::push_new_notification(
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ACE_Notification_Buffer const & buffer)
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{
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ACE_TRACE ("ACE_Notification_Queue::push_new_notification");
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bool notification_required = false;
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ACE_GUARD_RETURN (ACE_SYNCH_MUTEX, mon, this->notify_queue_lock_, -1);
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// No pending notifications.
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if (this->notify_queue_.is_empty ())
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notification_required = true;
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if (free_queue_.is_empty())
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{
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if (allocate_more_buffers() == -1)
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{
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return -1;
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}
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}
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ACE_Notification_Queue_Node * node =
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free_queue_.pop_front();
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ACE_ASSERT (node != 0);
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node->set(buffer);
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notify_queue_.push_back(node);
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if (!notification_required)
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{
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return 0;
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}
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return 1;
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}
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int
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ACE_Notification_Queue::pop_next_notification(
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ACE_Notification_Buffer & current,
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bool & more_messages_queued,
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ACE_Notification_Buffer & next)
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{
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ACE_TRACE ("ACE_Notification_Queue::pop_next_notification");
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more_messages_queued = false;
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ACE_GUARD_RETURN (ACE_SYNCH_MUTEX, mon, this->notify_queue_lock_, -1);
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if (notify_queue_.is_empty ())
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{
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return 0;
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}
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ACE_Notification_Queue_Node * node = notify_queue_.pop_front();
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current = node->get();
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free_queue_.push_front(node);
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if(!this->notify_queue_.is_empty())
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{
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more_messages_queued = true;
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next = notify_queue_.head()->get();
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}
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return 1;
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}
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ACE_END_VERSIONED_NAMESPACE_DECL
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