Darwin-Streaming-Server/CommonUtilitiesLib/OSQueue.cpp
Darren VanBuren 849723c9cf Add even more of the source
This should be about everything needed to build so far?
2017-03-07 17:14:16 -08:00

262 lines
6.1 KiB
C++

/*
*
* @APPLE_LICENSE_HEADER_START@
*
* Copyright (c) 1999-2008 Apple Inc. All Rights Reserved.
*
* This file contains Original Code and/or Modifications of Original Code
* as defined in and that are subject to the Apple Public Source License
* Version 2.0 (the 'License'). You may not use this file except in
* compliance with the License. Please obtain a copy of the License at
* http://www.opensource.apple.com/apsl/ and read it before using this
* file.
*
* The Original Code and all software distributed under the License are
* distributed on an 'AS IS' basis, WITHOUT WARRANTY OF ANY KIND, EITHER
* EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE, QUIET ENJOYMENT OR NON-INFRINGEMENT.
* Please see the License for the specific language governing rights and
* limitations under the License.
*
* @APPLE_LICENSE_HEADER_END@
*
*/
/*
File: OSQueue.cpp
Contains: implements OSQueue class
*/
#include "OSQueue.h"
OSQueue::OSQueue() : fLength(0)
{
fSentinel.fNext = &fSentinel;
fSentinel.fPrev = &fSentinel;
}
void OSQueue::EnQueue(OSQueueElem* elem)
{
Assert(elem != NULL);
if (elem->fQueue == this)
return;
Assert(elem->fQueue == NULL);
elem->fNext = fSentinel.fNext;
elem->fPrev = &fSentinel;
elem->fQueue = this;
fSentinel.fNext->fPrev = elem;
fSentinel.fNext = elem;
fLength++;
}
OSQueueElem* OSQueue::DeQueue()
{
if (fLength > 0)
{
OSQueueElem* elem = fSentinel.fPrev;
Assert(fSentinel.fPrev != &fSentinel);
elem->fPrev->fNext = &fSentinel;
fSentinel.fPrev = elem->fPrev;
elem->fQueue = NULL;
fLength--;
return elem;
}
else
return NULL;
}
void OSQueue::Remove(OSQueueElem* elem)
{
Assert(elem != NULL);
Assert(elem != &fSentinel);
if (elem->fQueue == this)
{
elem->fNext->fPrev = elem->fPrev;
elem->fPrev->fNext = elem->fNext;
elem->fQueue = NULL;
fLength--;
}
}
#if OSQUEUETESTING
Bool16 OSQueue::Test()
{
OSQueue theVictim;
void *x = (void*)1;
OSQueueElem theElem1(x);
x = (void*)2;
OSQueueElem theElem2(x);
x = (void*)3;
OSQueueElem theElem3(x);
if (theVictim.GetHead() != NULL)
return false;
if (theVictim.GetTail() != NULL)
return false;
theVictim.EnQueue(&theElem1);
if (theVictim.GetHead() != &theElem1)
return false;
if (theVictim.GetTail() != &theElem1)
return false;
OSQueueElem* theElem = theVictim.DeQueue();
if (theElem != &theElem1)
return false;
if (theVictim.GetHead() != NULL)
return false;
if (theVictim.GetTail() != NULL)
return false;
theVictim.EnQueue(&theElem1);
theVictim.EnQueue(&theElem2);
if (theVictim.GetHead() != &theElem1)
return false;
if (theVictim.GetTail() != &theElem2)
return false;
theElem = theVictim.DeQueue();
if (theElem != &theElem1)
return false;
if (theVictim.GetHead() != &theElem2)
return false;
if (theVictim.GetTail() != &theElem2)
return false;
theElem = theVictim.DeQueue();
if (theElem != &theElem2)
return false;
theVictim.EnQueue(&theElem1);
theVictim.EnQueue(&theElem2);
theVictim.EnQueue(&theElem3);
if (theVictim.GetHead() != &theElem1)
return false;
if (theVictim.GetTail() != &theElem3)
return false;
theElem = theVictim.DeQueue();
if (theElem != &theElem1)
return false;
if (theVictim.GetHead() != &theElem2)
return false;
if (theVictim.GetTail() != &theElem3)
return false;
theElem = theVictim.DeQueue();
if (theElem != &theElem2)
return false;
if (theVictim.GetHead() != &theElem3)
return false;
if (theVictim.GetTail() != &theElem3)
return false;
theElem = theVictim.DeQueue();
if (theElem != &theElem3)
return false;
theVictim.EnQueue(&theElem1);
theVictim.EnQueue(&theElem2);
theVictim.EnQueue(&theElem3);
OSQueueIter theIterVictim(&theVictim);
if (theIterVictim.IsDone())
return false;
if (theIterVictim.GetCurrent() != &theElem3)
return false;
theIterVictim.Next();
if (theIterVictim.IsDone())
return false;
if (theIterVictim.GetCurrent() != &theElem2)
return false;
theIterVictim.Next();
if (theIterVictim.IsDone())
return false;
if (theIterVictim.GetCurrent() != &theElem1)
return false;
theIterVictim.Next();
if (!theIterVictim.IsDone())
return false;
if (theIterVictim.GetCurrent() != NULL)
return false;
theVictim.Remove(&theElem1);
if (theVictim.GetHead() != &theElem2)
return false;
if (theVictim.GetTail() != &theElem3)
return false;
theVictim.Remove(&theElem1);
if (theVictim.GetHead() != &theElem2)
return false;
if (theVictim.GetTail() != &theElem3)
return false;
theVictim.Remove(&theElem3);
if (theVictim.GetHead() != &theElem2)
return false;
if (theVictim.GetTail() != &theElem2)
return false;
return true;
}
#endif
void OSQueueIter::Next()
{
if (fCurrentElemP == fQueueP->GetTail())
fCurrentElemP = NULL;
else
fCurrentElemP = fCurrentElemP->Prev();
}
OSQueueElem* OSQueue_Blocking::DeQueueBlocking(OSThread* inCurThread, SInt32 inTimeoutInMilSecs)
{
OSMutexLocker theLocker(&fMutex);
#ifdef __Win32_
if (fQueue.GetLength() == 0)
{ fCond.Wait(&fMutex, inTimeoutInMilSecs);
return NULL;
}
#else
if (fQueue.GetLength() == 0)
fCond.Wait(&fMutex, inTimeoutInMilSecs);
#endif
OSQueueElem* retval = fQueue.DeQueue();
return retval;
}
OSQueueElem* OSQueue_Blocking::DeQueue()
{
OSMutexLocker theLocker(&fMutex);
OSQueueElem* retval = fQueue.DeQueue();
return retval;
}
void OSQueue_Blocking::EnQueue(OSQueueElem* obj)
{
{
OSMutexLocker theLocker(&fMutex);
fQueue.EnQueue(obj);
}
fCond.Signal();
}