// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% // % Project : GUSI - Grand Unified Socket Interface // % File : GUSIContext.nw - Thread and Process structures // % Author : Matthias Neeracher // % Language : C++ // % // % $Log$ // % Revision 1.1.1.1 2001/03/03 21:50:10 chombier // % Initial import // % // % Revision 1.9 2001/01/17 08:45:13 neeri // % Improve memory allocation safety somewhat // % // % Revision 1.8 2000/05/23 06:58:03 neeri // % Improve formatting // % // % Revision 1.7 2000/03/15 07:22:06 neeri // % Enforce alignment choices // % // % Revision 1.6 1999/08/26 05:45:00 neeri // % Fixes for literate edition of source code // % // % Revision 1.5 1999/05/30 03:09:29 neeri // % Added support for MPW compilers // % // % Revision 1.4 1999/03/17 09:05:06 neeri // % Added GUSITimer, expanded docs // % // % Revision 1.3 1998/08/02 11:20:07 neeri // % Fixed some typos // % // % Revision 1.2 1998/08/01 21:32:02 neeri // % About ready for 2.0a1 // % // % Revision 1.1 1998/01/25 21:02:43 neeri // % Engine implemented, except for signals & scheduling // % // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% // // \chapter{Context Queues} // // At all times through its existence, a [[GUSIContext]] will exist in various // queues: A queue of all contexts, queues of contexts waiting on a socket // event, a mutex, or a condition variable, and so on. Since a context is often // in several queues simultaneously, it's better to define queues non-intrusively. // // = #ifndef _GUSIContextQueue_ #define _GUSIContextQueue_ #ifndef GUSI_SOURCE typedef struct GUSIContextQueue GUSIContextQueue; #else #include // \section{Definition of context queues} // // We'd like to avoid having to include \texttt{GUSIContext} here, for reasons that // should be rather obvious. // // = class GUSIContext; #include #if PRAGMA_STRUCT_ALIGN #pragma options align=native #endif // The class [[GUSIContextQueue]] tries to present an interface that is a subset of // what C++ standard library list template classes offer. // // = class GUSIContextQueue { public: GUSIContextQueue(); ~GUSIContextQueue(); bool empty(); GUSIContext * front() const; GUSIContext * back() const; void push_front(GUSIContext * context); void push_back(GUSIContext * context); void push(GUSIContext * context) { push_back(context); } void pop_front(); void pop() { pop_front(); } void remove(GUSIContext * context); void Wakeup(); // We define a forward iterator, but no reverse iterator. // // = struct element; class iterator { friend class GUSIContextQueue; public: iterator & operator++(); iterator operator++(int); bool operator==(const iterator other) const; GUSIContext * operator*(); GUSIContext * operator->(); private: // A [[GUSIContextQueue::iterator]] is just a wrapper for a // [[GUSIContextQueue::element]]. // // = element * fCurrent; iterator(element * elt) : fCurrent(elt) {} iterator() : fCurrent(0) {} }; iterator begin(); iterator end(); private: // \section{Implementation of context queues} // // Efficiency of context queues is quite important, so we provide a custom // allocator for queue elements. // // = struct element { GUSIContext * fContext; element * fNext; element(GUSIContext * context, element * next = 0) : fContext(context), fNext(next) {} void * operator new(size_t); void operator delete(void *, size_t); private: // Elements are allocated in blocks of increasing size. // // = struct header { short fFree; short fMax; header *fNext; }; static header * sBlocks; }; // A [[GUSIContextQueue]] is a single linked list with a separate back pointer. // // = element * fFirst; element * fLast; }; #if PRAGMA_STRUCT_ALIGN #pragma options align=reset #endif // = inline GUSIContextQueue::GUSIContextQueue() : fFirst(0), fLast(0) { } // None of the member functions are very large, so we'll inline them. // // = inline bool GUSIContextQueue::empty() { return !fFirst; } inline GUSIContext * GUSIContextQueue::front() const { return fFirst ? fFirst->fContext : reinterpret_cast(0); } inline GUSIContext * GUSIContextQueue::back() const { return fLast ? fLast->fContext : reinterpret_cast(0); } inline void GUSIContextQueue::push_front(GUSIContext * context) { fFirst = new element(context, fFirst); if (!fLast) fLast = fFirst; } inline void GUSIContextQueue::pop_front() { if (element * e = fFirst) { if (!(fFirst = fFirst->fNext)) fLast = 0; delete e; } } // The constructors are not public, so only [[begin]] and [[end]] call them. // // = inline GUSIContextQueue::iterator GUSIContextQueue::begin() { return iterator(fFirst); } inline GUSIContextQueue::iterator GUSIContextQueue::end() { return iterator(); } // = inline GUSIContextQueue::iterator & GUSIContextQueue::iterator::operator++() { fCurrent = fCurrent->fNext; return *this; } inline GUSIContextQueue::iterator GUSIContextQueue::iterator::operator++(int) { GUSIContextQueue::iterator it(*this); fCurrent = fCurrent->fNext; return it; } inline bool GUSIContextQueue::iterator::operator==(const iterator other) const { return fCurrent == other.fCurrent; } inline GUSIContext * GUSIContextQueue::iterator::operator*() { return fCurrent->fContext; } inline GUSIContext * GUSIContextQueue::iterator::operator->() { return fCurrent->fContext; } #endif /* GUSI_SOURCE */ #endif /* _GUSIContextQueue_ */