// 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_