Added the last useful features I dare imagine: A Lock() method and the
possibility to initialize the AutoLocker without locking the object even if it is unlocked yet. Especially in loops Lock()/Unlock() come handy when an otherwise constantly hold lock needs to be unlocked for a short time. I suppose we should move the kernel utils AutoLocker implementation to headers/private/shared, and drop the less powerful ObjectLocker. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@20405 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -69,49 +69,64 @@ public:
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{
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}
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inline AutoLocker(Lockable *lockable, bool alreadyLocked = false)
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inline AutoLocker(Lockable *lockable, bool alreadyLocked = false,
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bool lockIfNotLocked = true)
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: fLockable(lockable),
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fLocked(fLockable && alreadyLocked)
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{
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if (!fLocked)
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_Lock();
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if (!alreadyLocked && lockIfNotLocked)
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Lock();
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}
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inline AutoLocker(Lockable &lockable, bool alreadyLocked = false)
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inline AutoLocker(Lockable &lockable, bool alreadyLocked = false,
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bool lockIfNotLocked = true)
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: fLockable(&lockable),
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fLocked(fLockable && alreadyLocked)
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{
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if (!fLocked)
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_Lock();
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if (!alreadyLocked && lockIfNotLocked)
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Lock();
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}
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inline ~AutoLocker()
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{
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_Unlock();
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Unlock();
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}
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inline void SetTo(Lockable *lockable, bool alreadyLocked)
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inline void SetTo(Lockable *lockable, bool alreadyLocked,
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bool lockIfNotLocked = true)
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{
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_Unlock();
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Unlock();
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fLockable = lockable;
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fLocked = alreadyLocked;
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if (!fLocked)
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_Lock();
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if (!alreadyLocked && lockIfNotLocked)
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Lock();
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}
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inline void SetTo(Lockable &lockable, bool alreadyLocked)
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inline void SetTo(Lockable &lockable, bool alreadyLocked,
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bool lockIfNotLocked = true)
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{
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SetTo(&lockable, alreadyLocked);
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SetTo(&lockable, alreadyLocked, lockIfNotLocked);
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}
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inline void Unset()
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{
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_Unlock();
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Unlock();
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Detach();
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}
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inline bool Lock()
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{
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if (fLockable && !fLocked)
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fLocked = fLocking.Lock(fLockable);
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return fLocked;
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}
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inline void Unlock()
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{
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_Unlock();
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if (fLockable && fLocked) {
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fLocking.Unlock(fLockable);
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fLocked = false;
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}
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}
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inline void Detach()
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@@ -136,21 +151,6 @@ public:
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inline operator bool() const { return fLocked; }
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private:
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inline void _Lock()
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{
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if (fLockable)
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fLocked = fLocking.Lock(fLockable);
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}
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inline void _Unlock()
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{
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if (fLockable && fLocked) {
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fLocking.Unlock(fLockable);
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fLocked = false;
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}
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}
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private:
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Lockable *fLockable;
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bool fLocked;
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