void MazeManager::broadcastSummaryData() const { GameSummary summary_data(mazes_.size()); for (maze_vector::const_iterator it = mazes_.begin(); it != mazes_.end(); ++it) summary_data.addMazeConfig((*it)->getMazeConfig()); GameMessage msg(GameMessage::GC_GAMES_NOTIFY, &summary_data); server_.broadcast(msg); }
inline void PSParallelCompact::adjust_pointer(T* p, ParCompactionManager* cm) { T heap_oop = oopDesc::load_heap_oop(p); if (!oopDesc::is_null(heap_oop)) { oop obj = oopDesc::decode_heap_oop_not_null(heap_oop); assert(ParallelScavengeHeap::heap()->is_in(obj), "should be in heap"); oop new_obj = (oop)summary_data().calc_new_pointer(obj, cm); assert(new_obj != NULL, // is forwarding ptr? "should be forwarded"); // Just always do the update unconditionally? if (new_obj != NULL) { assert(ParallelScavengeHeap::heap()->is_in_reserved(new_obj), "should be in object space"); oopDesc::encode_store_heap_oop_not_null(p, new_obj); } } }