/*! Calls low resource handlers for the given resources. sLowResourceLock must be held. */ static void call_handlers(uint32 lowResources) { if (sLowResourceHandlers.IsEmpty()) return; // Add a marker, so we can drop the lock while calling the handlers and // still iterate safely. low_resource_handler marker; sLowResourceHandlers.Insert(&marker, false); while (low_resource_handler* handler = sLowResourceHandlers.GetNext(&marker)) { // swap with handler sLowResourceHandlers.Swap(&marker, handler); marker.priority = handler->priority; int32 resources = handler->resources & lowResources; if (resources != 0) { recursive_lock_unlock(&sLowResourceLock); handler->function(handler->data, resources, low_resource_state_no_update(resources)); recursive_lock_lock(&sLowResourceLock); } } // remove marker sLowResourceHandlers.Remove(&marker); }
status_t unregister_low_resource_handler(low_resource_func function, void* data) { TRACE(("unregister_low_resource_handler(function = %p, data = %p)\n", function, data)); RecursiveLocker locker(&sLowResourceLock); HandlerList::Iterator iterator = sLowResourceHandlers.GetIterator(); while (iterator.HasNext()) { low_resource_handler* handler = iterator.Next(); if (handler->function == function && handler->data == data) { sLowResourceHandlers.Remove(handler); free(handler); return B_OK; } } return B_ENTRY_NOT_FOUND; }