Implementing object table. Not complete, but better.
This commit is contained in:
178
src/xenia/kernel/modules/xboxkrnl/object_table.cc
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178
src/xenia/kernel/modules/xboxkrnl/object_table.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/kernel/modules/xboxkrnl/object_table.h>
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#include <xenia/kernel/modules/xboxkrnl/xobject.h>
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using namespace xe;
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using namespace xe::kernel;
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using namespace xe::kernel::xboxkrnl;
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ObjectTable::ObjectTable() :
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table_capacity_(0),
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table_(NULL),
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last_free_entry_(0) {
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table_mutex_ = xe_mutex_alloc(0);
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XEASSERTNOTNULL(table_mutex_);
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}
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ObjectTable::~ObjectTable() {
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xe_mutex_lock(table_mutex_);
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// Release all objects.
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for (uint32_t n = 0; n < table_capacity_; n++) {
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ObjectTableEntry& entry = table_[n];
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if (entry.object) {
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entry.object->ReleaseHandle();
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}
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}
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table_capacity_ = 0;
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last_free_entry_ = 0;
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xe_free(table_);
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table_ = NULL;
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xe_mutex_unlock(table_mutex_);
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xe_mutex_free(table_mutex_);
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table_mutex_ = NULL;
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}
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X_STATUS ObjectTable::FindFreeSlot(uint32_t* out_slot) {
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// Find a free slot.
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uint32_t slot = last_free_entry_;
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uint32_t scan_count = 0;
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while (scan_count < table_capacity_) {
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ObjectTableEntry& entry = table_[slot];
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if (!entry.object) {
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*out_slot = slot;
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return X_STATUS_SUCCESS;
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}
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scan_count++;
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slot = (slot + 1) % table_capacity_;
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if (slot == 0) {
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// Never allow 0 handles.
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scan_count++;
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slot++;
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}
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}
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// Table out of slots, expand.
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uint32_t new_table_capacity = MAX(16 * 1024, table_capacity_ * 2);
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ObjectTableEntry* new_table = (ObjectTableEntry*)xe_recalloc(
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table_,
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table_capacity_ * sizeof(ObjectTableEntry),
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new_table_capacity * sizeof(ObjectTableEntry));
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if (!new_table) {
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return X_STATUS_NO_MEMORY;
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}
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last_free_entry_ = table_capacity_;
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table_capacity_ = new_table_capacity;
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table_ = new_table;
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// Never allow 0 handles.
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slot = ++last_free_entry_;
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*out_slot = slot;
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return X_STATUS_SUCCESS;
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}
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X_STATUS ObjectTable::AddHandle(XObject* object, X_HANDLE* out_handle) {
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XEASSERTNOTNULL(out_handle);
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X_STATUS result = X_STATUS_SUCCESS;
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xe_mutex_lock(table_mutex_);
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// Find a free slot.
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uint32_t slot = 0;
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result = FindFreeSlot(&slot);
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// Stash.
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if (XSUCCEEDED(result)) {
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ObjectTableEntry& entry = table_[slot];
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entry.object = object;
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// Retain so long as the object is in the table.
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object->RetainHandle();
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object->Retain();
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}
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xe_mutex_unlock(table_mutex_);
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if (XSUCCEEDED(result)) {
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*out_handle = slot << 2;
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}
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return result;
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}
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X_STATUS ObjectTable::RemoveHandle(X_HANDLE handle) {
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X_STATUS result = X_STATUS_SUCCESS;
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xe_mutex_lock(table_mutex_);
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// Lower 2 bits are ignored.
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uint32_t slot = handle >> 2;
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// Verify slot.
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XObject* object = NULL;
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if (slot > table_capacity_) {
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result = X_STATUS_INVALID_HANDLE;
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} else {
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ObjectTableEntry& entry = table_[slot];
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if (entry.object) {
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object = entry.object;
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// Release the object handle now that it is out of the table.
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object->ReleaseHandle();
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object->Release();
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} else {
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result = X_STATUS_INVALID_HANDLE;
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}
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}
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xe_mutex_unlock(table_mutex_);
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return result;
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}
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X_STATUS ObjectTable::GetObject(X_HANDLE handle, XObject** out_object) {
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XEASSERTNOTNULL(out_object);
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X_STATUS result = X_STATUS_SUCCESS;
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xe_mutex_lock(table_mutex_);
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// Lower 2 bits are ignored.
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uint32_t slot = handle >> 2;
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// Verify slot.
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XObject* object = NULL;
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if (slot > table_capacity_) {
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result = X_STATUS_INVALID_HANDLE;
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} else {
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ObjectTableEntry& entry = table_[slot];
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if (entry.object) {
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object = entry.object;
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} else {
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result = X_STATUS_INVALID_HANDLE;
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}
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}
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// Retain the object pointer.
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object->Retain();
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xe_mutex_unlock(table_mutex_);
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return result;
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}
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