void AcpiNsDeleteNamespaceByOwner ( ACPI_OWNER_ID OwnerId) { ACPI_NAMESPACE_NODE *ChildNode; ACPI_NAMESPACE_NODE *DeletionNode; ACPI_NAMESPACE_NODE *ParentNode; UINT32 Level; ACPI_STATUS Status; ACPI_FUNCTION_TRACE_U32 (NsDeleteNamespaceByOwner, OwnerId); if (OwnerId == 0) { return_VOID; } /* Lock namespace for possible update */ Status = AcpiUtAcquireMutex (ACPI_MTX_NAMESPACE); if (ACPI_FAILURE (Status)) { return_VOID; } DeletionNode = NULL; ParentNode = AcpiGbl_RootNode; ChildNode = NULL; Level = 1; /* * Traverse the tree of nodes until we bubble back up * to where we started. */ while (Level > 0) { /* * Get the next child of this parent node. When ChildNode is NULL, * the first child of the parent is returned */ ChildNode = AcpiNsGetNextNode (ParentNode, ChildNode); if (DeletionNode) { AcpiNsDeleteChildren (DeletionNode); AcpiNsRemoveNode (DeletionNode); DeletionNode = NULL; } if (ChildNode) { if (ChildNode->OwnerId == OwnerId) { /* Found a matching child node - detach any attached object */ AcpiNsDetachObject (ChildNode); } /* Check if this node has any children */ if (ChildNode->Child) { /* * There is at least one child of this node, * visit the node */ Level++; ParentNode = ChildNode; ChildNode = NULL; } else if (ChildNode->OwnerId == OwnerId) { DeletionNode = ChildNode; } } else { /* * No more children of this parent node. * Move up to the grandparent. */ Level--; if (Level != 0) { if (ParentNode->OwnerId == OwnerId) { DeletionNode = ParentNode; } } /* New "last child" is this parent node */ ChildNode = ParentNode; /* Move up the tree to the grandparent */ ParentNode = ParentNode->Parent; } } (void) AcpiUtReleaseMutex (ACPI_MTX_NAMESPACE); return_VOID; }
static ACPI_STATUS AcpiNsDeleteSubtree ( ACPI_HANDLE StartHandle) { ACPI_STATUS Status; ACPI_HANDLE ChildHandle; ACPI_HANDLE ParentHandle; ACPI_HANDLE NextChildHandle; ACPI_HANDLE Dummy; UINT32 Level; ACPI_FUNCTION_TRACE (NsDeleteSubtree); ParentHandle = StartHandle; ChildHandle = NULL; Level = 1; /* * Traverse the tree of objects until we bubble back up * to where we started. */ while (Level > 0) { /* Attempt to get the next object in this scope */ Status = AcpiGetNextObject (ACPI_TYPE_ANY, ParentHandle, ChildHandle, &NextChildHandle); ChildHandle = NextChildHandle; /* Did we get a new object? */ if (ACPI_SUCCESS (Status)) { /* Check if this object has any children */ if (ACPI_SUCCESS (AcpiGetNextObject (ACPI_TYPE_ANY, ChildHandle, NULL, &Dummy))) { /* * There is at least one child of this object, * visit the object */ Level++; ParentHandle = ChildHandle; ChildHandle = NULL; } } else { /* * No more children in this object, go back up to * the object's parent */ Level--; /* Delete all children now */ AcpiNsDeleteChildren (ChildHandle); ChildHandle = ParentHandle; Status = AcpiGetParent (ParentHandle, &ParentHandle); if (ACPI_FAILURE (Status)) { return_ACPI_STATUS (Status); } } } /* Now delete the starting object, and we are done */ AcpiNsRemoveNode (ChildHandle); return_ACPI_STATUS (AE_OK); }