Beispiel #1
0
status_t
TeamDebugInfo::GetType(GlobalTypeCache* cache, const BString& name,
	const TypeLookupConstraints& constraints, Type*& _type)
{
	// maybe the type is already cached
	AutoLocker<GlobalTypeCache> cacheLocker(cache);

	Type* type = cache->GetType(name, constraints);
	if (type != NULL) {
		type->AcquireReference();
		_type = type;
		return B_OK;
	}

	cacheLocker.Unlock();

	// Clone the image list and get references to the images, so we can iterate
	// through them without locking.
	AutoLocker<BLocker> locker(fLock);

	ImageList images;
	for (int32 i = 0; ImageDebugInfo* imageDebugInfo = fImages.ItemAt(i); i++) {
		if (images.AddItem(imageDebugInfo))
			imageDebugInfo->AcquireReference();
	}

	locker.Unlock();

	// get the type
	status_t error = B_ENTRY_NOT_FOUND;
	for (int32 i = 0; ImageDebugInfo* imageDebugInfo = images.ItemAt(i); i++) {
		error = imageDebugInfo->GetType(cache, name, constraints, type);
		if (error == B_OK) {
			_type = type;
			break;
		}
	}

	// release the references
	for (int32 i = 0; ImageDebugInfo* imageDebugInfo = images.ItemAt(i); i++)
		imageDebugInfo->ReleaseReference();

	return error;
}
Beispiel #2
0
bool
TeamDebugInfo::HasType(GlobalTypeCache* cache, const BString& name,
	const TypeLookupConstraints& constraints)
{
	// maybe the type is already cached
	AutoLocker<GlobalTypeCache> cacheLocker(cache);

	Type* type = cache->GetType(name, constraints);
	if (type != NULL)
		return true;

	cacheLocker.Unlock();

	// Clone the image list and get references to the images, so we can iterate
	// through them without locking.
	AutoLocker<BLocker> locker(fLock);

	ImageList images;
	for (int32 i = 0; ImageDebugInfo* imageDebugInfo = fImages.ItemAt(i); i++) {
		if (images.AddItem(imageDebugInfo))
			imageDebugInfo->AcquireReference();
	}

	locker.Unlock();

	bool found = false;
	for (int32 i = 0; ImageDebugInfo* imageDebugInfo = images.ItemAt(i); i++) {
		if (imageDebugInfo->HasType(name, constraints)) {
			found = true;
			break;
		}
	}

	// release the references
	for (int32 i = 0; ImageDebugInfo* imageDebugInfo = images.ItemAt(i); i++)
		imageDebugInfo->ReleaseReference();

	return found;
}
Beispiel #3
0
static status_t
object_cache_maintainer(void*)
{
	while (true) {
		MutexLocker locker(sMaintenanceLock);

		// wait for the next request
		while (sMaintenanceQueue.IsEmpty()) {
			// perform memory manager maintenance, if needed
			if (MemoryManager::MaintenanceNeeded()) {
				locker.Unlock();
				MemoryManager::PerformMaintenance();
				locker.Lock();
				continue;
			}

			ConditionVariableEntry entry;
			sMaintenanceCondition.Add(&entry);
			locker.Unlock();
			entry.Wait();
			locker.Lock();
		}

		ObjectCache* cache = sMaintenanceQueue.RemoveHead();

		while (true) {
			bool resizeRequested = cache->maintenance_resize;
			bool deleteRequested = cache->maintenance_delete;

			if (!resizeRequested && !deleteRequested) {
				cache->maintenance_pending = false;
				cache->maintenance_in_progress = false;
				break;
			}

			cache->maintenance_resize = false;
			cache->maintenance_in_progress = true;

			locker.Unlock();

			if (deleteRequested) {
				delete_object_cache_internal(cache);
				break;
			}

			// resize the cache, if necessary

			MutexLocker cacheLocker(cache->lock);

			if (resizeRequested) {
				status_t error = object_cache_reserve_internal(cache,
					cache->min_object_reserve, 0);
				if (error != B_OK) {
					dprintf("object cache resizer: Failed to resize object "
						"cache %p!\n", cache);
					break;
				}
			}

			locker.Lock();
		}
	}

	// never can get here
	return B_OK;
}
Beispiel #4
0
static void
object_cache_low_memory(void* dummy, uint32 resources, int32 level)
{
	if (level == B_NO_LOW_RESOURCE)
		return;

	MutexLocker cacheListLocker(sObjectCacheListLock);

	// Append the first cache to the end of the queue. We assume that it is
	// one of the caches that will never be deleted and thus we use it as a
	// marker.
	ObjectCache* firstCache = sObjectCaches.RemoveHead();
	sObjectCaches.Add(firstCache);
	cacheListLocker.Unlock();

	ObjectCache* cache;
	do {
		cacheListLocker.Lock();

		cache = sObjectCaches.RemoveHead();
		sObjectCaches.Add(cache);

		MutexLocker maintenanceLocker(sMaintenanceLock);
		if (cache->maintenance_pending || cache->maintenance_in_progress) {
			// We don't want to mess with caches in maintenance.
			continue;
		}

		cache->maintenance_pending = true;
		cache->maintenance_in_progress = true;

		maintenanceLocker.Unlock();
		cacheListLocker.Unlock();

		// We are calling the reclaimer without the object cache lock
		// to give the owner a chance to return objects to the slabs.

		if (cache->reclaimer)
			cache->reclaimer(cache->cookie, level);

		if ((cache->flags & CACHE_NO_DEPOT) == 0)
			object_depot_make_empty(&cache->depot, 0);

		MutexLocker cacheLocker(cache->lock);
		size_t minimumAllowed;

		switch (level) {
			case B_LOW_RESOURCE_NOTE:
				minimumAllowed = cache->pressure / 2 + 1;
				cache->pressure -= cache->pressure / 8;
				break;

			case B_LOW_RESOURCE_WARNING:
				cache->pressure /= 2;
				minimumAllowed = 0;
				break;

			default:
				cache->pressure = 0;
				minimumAllowed = 0;
				break;
		}

		while (cache->empty_count > minimumAllowed) {
			// make sure we respect the cache's minimum object reserve
			size_t objectsPerSlab = cache->empty.Head()->size;
			size_t freeObjects = cache->total_objects - cache->used_count;
			if (freeObjects < cache->min_object_reserve + objectsPerSlab)
				break;

			cache->ReturnSlab(cache->empty.RemoveHead(), 0);
			cache->empty_count--;
		}

		cacheLocker.Unlock();

		// Check whether in the meantime someone has really requested
		// maintenance for the cache.
		maintenanceLocker.Lock();

		if (cache->maintenance_delete) {
			delete_object_cache_internal(cache);
			continue;
		}

		cache->maintenance_in_progress = false;

		if (cache->maintenance_resize)
			sMaintenanceQueue.Add(cache);
		else
			cache->maintenance_pending = false;
	} while (cache != firstCache);
}