/*
* Object Handler
*
*
* COPYRIGHT (c) 1989-1998.
* On-Line Applications Research Corporation (OAR).
* Copyright assigned to U.S. Government, 1994.
*
* The license and distribution terms for this file may be
* found in the file LICENSE in this distribution or at
* http://www.OARcorp.com/rtems/license.html.
*
* $Id$
*/
#include <rtems/system.h>
#include <rtems/score/address.h>
#include <rtems/score/chain.h>
#include <rtems/score/object.h>
#if defined(RTEMS_MULTIPROCESSING)
#include <rtems/score/objectmp.h>
#endif
#include <rtems/score/thread.h>
#include <rtems/score/wkspace.h>
#include <rtems/score/sysstate.h>
#include <rtems/score/isr.h>
/*PAGE
*
* _Objects_Handler_initialization
*
* This routine initializes the object handler.
*
* Input parameters:
* node - local node
* maximum_nodes - number of nodes in the system
* maximum_global_objects - number of configured global objects
*
* Output parameters: NONE
*/
void _Objects_Handler_initialization(
unsigned32 node,
unsigned32 maximum_nodes,
unsigned32 maximum_global_objects
)
{
if ( node < 1 || node > maximum_nodes )
_Internal_error_Occurred(
INTERNAL_ERROR_CORE,
TRUE,
INTERNAL_ERROR_INVALID_NODE
);
_Objects_Local_node = node;
_Objects_Maximum_nodes = maximum_nodes;
#if defined(RTEMS_MULTIPROCESSING)
_Objects_MP_Handler_initialization(
node,
maximum_nodes,
maximum_global_objects
);
#endif
}
/*PAGE
*
* _Objects_Extend_information
*
* This routine extends all object information related data structures.
*
* Input parameters:
* information - object information table
*
* Output parameters: NONE
*/
void _Objects_Extend_information(
Objects_Information *information
)
{
Objects_Control *the_object;
void *name_area;
Chain_Control Inactive;
unsigned32 block_count;
unsigned32 block;
unsigned32 index_base;
unsigned32 minimum_index;
unsigned32 index;
/*
* Search for a free block of indexes. The block variable ends up set
* to block_count + 1 if the table needs to be extended.
*/
minimum_index = _Objects_Get_index( information->minimum_id );
index_base = minimum_index;
block = 0;
if ( information->maximum < minimum_index )
block_count = 0;
else {
block_count = information->maximum / information->allocation_size;
for ( ; block < block_count; block++ ) {
if ( information->object_blocks[ block ] == NULL )
break;
else
index_base += information->allocation_size;
}
}
/*
* If the index_base is the maximum we need to grow the tables.
*/
if (index_base >= information->maximum ) {
ISR_Level level;
void **object_blocks;
Objects_Name *name_table;
unsigned32 *inactive_per_block;
Objects_Control **local_table;
unsigned32 maximum;
void *old_tables;
/*
* Growing the tables means allocating a new area, doing a copy and
* updating the information table.
*
* If the maximum is minimum we do not have a table to copy. First
* time through.
*
* The allocation has :
*
* void *objects[block_count];
* unsigned32 inactive_count[block_count];
* Objects_Name *name_table[block_count];
* Objects_Control *local_table[maximum];
*
* This is the order in memory. Watch changing the order. See the memcpy
* below.
*/
/*
* Up the block count and maximum
*/
block_count++;
maximum = information->maximum + information->allocation_size;
/*
* Allocate the tables and break it up.
*/
if ( information->auto_extend ) {
object_blocks = (void**)
_Workspace_Allocate(
block_count *
(sizeof(void *) + sizeof(unsigned32) + sizeof(Objects_Name *)) +
((maximum + minimum_index) * sizeof(Objects_Control *))
);
if ( !object_blocks )
return;
}
else {
object_blocks = (void**)
_Workspace_Allocate_or_fatal_error(
block_count *
(sizeof(void *) + sizeof(unsigned32) + sizeof(Objects_Name *)) +
((maximum + minimum_index) * sizeof(Objects_Control *))
);
}
/*
* Break the block into the various sections.
*
*/
inactive_per_block = (unsigned32 *) _Addresses_Add_offset(
object_blocks, block_count * sizeof(void*) );
name_table = (Objects_Name *) _Addresses_Add_offset(
inactive_per_block, block_count * sizeof(unsigned32) );
local_table = (Objects_Control **) _Addresses_Add_offset(
name_table, block_count * sizeof(Objects_Name *) );
/*
* Take the block count down. Saves all the (block_count - 1)
* in the copies.
*/
block_count--;
if ( information->maximum > minimum_index ) {
/*
* Copy each section of the table over. This has to be performed as
* separate parts as size of each block has changed.
*/
memcpy( object_blocks,
information->object_blocks,
block_count * sizeof(void*) );
memcpy( inactive_per_block,
information->inactive_per_block,
block_count * sizeof(unsigned32) );
memcpy( name_table,
information->name_table,
block_count * sizeof(Objects_Name *) );
memcpy( local_table,
information->local_table,
(information->maximum + minimum_index) * sizeof(Objects_Control *) );
}
else {
/*
* Deal with the special case of the 0 to minimum_index
*/
for ( index = 0; index < minimum_index; index++ ) {
local_table[ index ] = NULL;
}
}
/*
* Initialise the new entries in the table.
*/
object_blocks[block_count] = NULL;
inactive_per_block[block_count] = 0;
name_table[block_count] = NULL;
for ( index=index_base ;
index < ( information->allocation_size + index_base );
index++ ) {
local_table[ index ] = NULL;
}
_ISR_Disable( level );
old_tables = information->object_blocks;
information->object_blocks = object_blocks;
information->inactive_per_block = inactive_per_block;
information->name_table = name_table;
information->local_table = local_table;
information->maximum = maximum;
information->maximum_id =
_Objects_Build_id(
information->the_class, _Objects_Local_node, information->maximum
);
_ISR_Enable( level );
if ( old_tables )
_Workspace_Free( old_tables );
block_count++;
}
/*
* Allocate the name table, and the objects
*/
if ( information->auto_extend ) {
information->object_blocks[ block ] =
_Workspace_Allocate(
(information->allocation_size * information->name_length) +
(information->allocation_size * information->size)
);
if ( !information->object_blocks[ block ] )
return;
}
else {
information->object_blocks[ block ] =
_Workspace_Allocate_or_fatal_error(
(information->allocation_size * information->name_length) +
(information->allocation_size * information->size)
);
}
name_area = (Objects_Name *) information->object_blocks[ block ];
information->name_table[ block ] = name_area;
/*
* Initialize objects .. add to a local chain first.
*/
_Chain_Initialize(
&Inactive,
_Addresses_Add_offset( information->object_blocks[ block ],
(information->allocation_size * information->name_length) ),
information->allocation_size,
information->size
);
/*
* Move from the local chain, initialise, then append to the inactive chain
*/
index = index_base;
while ( (the_object = (Objects_Control *) _Chain_Get( &Inactive ) ) != NULL ) {
the_object->id =
_Objects_Build_id(
information->the_class, _Objects_Local_node, index
);
the_object->name = (void *) name_area;
name_area = _Addresses_Add_offset( name_area, information->name_length );
_Chain_Append( &information->Inactive, &the_object->Node );
index++;
}
information->inactive_per_block[ block ] = information->allocation_size;
information->inactive += information->allocation_size;
}
/*PAGE
*
* _Objects_Shrink_information
*
* This routine shrinks object information related data structures.
* The object's name and object space are released. The local_table
* etc block does not shrink. The InActive list needs to be scanned
* to find the objects are remove them.
* Input parameters:
* information - object information table
* the_block - the block to remove
*
* Output parameters: NONE
*/
void _Objects_Shrink_information(
Objects_Information *information
)
{
Objects_Control *the_object;
Objects_Control *extract_me;
unsigned32 block_count;
unsigned32 block;
unsigned32 index_base;
unsigned32 index;
/*
* Search the list to find block or chunnk with all objects inactive.
*/
index_base = _Objects_Get_index( information->minimum_id );
block_count = ( information->maximum - index_base ) / information->allocation_size;
for ( block = 0; block < block_count; block++ ) {
if ( information->inactive_per_block[ block ] == information->allocation_size ) {
/*
* XXX - Not to sure how to use a chain where you need to iterate and
* and remove elements.
*/
the_object = (Objects_Control *) information->Inactive.first;
/*
* Assume the Inactive chain is never empty at this point
*/
do {
index = _Objects_Get_index( the_object->id );
if ((index >= index_base) &&
(index < (index_base + information->allocation_size))) {
/*
* Get the next node before the node is extracted
*/
extract_me = the_object;
if ( !_Chain_Is_last( &the_object->Node ) )
the_object = (Objects_Control *) the_object->Node.next;
else
the_object = NULL;
_Chain_Extract( &extract_me->Node );
}
else {
the_object = (Objects_Control *) the_object->Node.next;
}
}
while ( the_object && !_Chain_Is_last( &the_object->Node ) );
/*
* Free the memory and reset the structures in the object' information
*/
_Workspace_Free( information->object_blocks[ block ] );
information->name_table[ block ] = NULL;
information->object_blocks[ block ] = NULL;
information->inactive_per_block[ block ] = 0;
information->inactive -= information->allocation_size;
return;
}
index_base += information->allocation_size;
}
}
/*PAGE
*
* _Objects_Initialize_information
*
* This routine initializes all object information related data structures.
*
* Input parameters:
* information - object information table
* the_class - object class
* supports_global - TRUE if this is a global object class
* maximum - maximum objects of this class
* size - size of this object's control block
* is_string - TRUE if names for this object are strings
* maximum_name_length - maximum length of each object's name
* is_thread - TRUE if this class is threads
*
* Output parameters: NONE
*/
void _Objects_Initialize_information(
Objects_Information *information,
Objects_Classes the_class,
boolean supports_global,
unsigned32 maximum,
unsigned32 size,
boolean is_string,
unsigned32 maximum_name_length,
boolean is_thread
)
{
static Objects_Control *null_local_table = NULL;
unsigned32 minimum_index;
unsigned32 index;
unsigned32 name_length;
information->the_class = the_class;
information->is_string = is_string;
information->is_thread = is_thread;
information->local_table = 0;
information->name_table = 0;
information->inactive_per_block = 0;
information->object_blocks = 0;
information->inactive = 0;
/*
* Set the entry in the object information table.
*/
_Objects_Information_table[ the_class ] = information;
/*
* Set the size of the object
*/
information->size = size;
/*
* Are we operating in unlimited, or auto-extend mode
*/
information->auto_extend = (maximum & OBJECTS_UNLIMITED_OBJECTS) ? TRUE : FALSE;
maximum &= ~OBJECTS_UNLIMITED_OBJECTS;
/*
* The allocation unit is the maximum value
*/
information->allocation_size = maximum;
/*
* Provide a null local table entry for the case of any empty table.
*/
information->local_table = &null_local_table;
/*
* Calculate minimum and maximum Id's
*/
if ( maximum == 0 ) minimum_index = 0;
else minimum_index = 1;
information->minimum_id =
_Objects_Build_id( the_class, _Objects_Local_node, minimum_index );
/*
* Calculate the maximum name length
*/
name_length = maximum_name_length;
if ( name_length & (OBJECTS_NAME_ALIGNMENT-1) )
name_length = (name_length + OBJECTS_NAME_ALIGNMENT) &
~(OBJECTS_NAME_ALIGNMENT-1);
information->name_length = name_length;
_Chain_Initialize_empty( &information->Inactive );
/*
* Initialize objects .. if there are any
*/
if ( maximum ) {
/*
* Reset the maximum value. It will be updated when the information is
* extended.
*/
information->maximum = 0;
/*
* Always have the maximum size available so the current performance
* figures are create are met. If the user moves past the maximum
* number then a performance hit is taken.
*/
_Objects_Extend_information( information );
}
/*
* Take care of multiprocessing
*/
if ( supports_global == TRUE && _System_state_Is_multiprocessing ) {
information->global_table =
(Chain_Control *) _Workspace_Allocate_or_fatal_error(
(_Objects_Maximum_nodes + 1) * sizeof(Chain_Control)
);
for ( index=1; index <= _Objects_Maximum_nodes ; index++ )
_Chain_Initialize_empty( &information->global_table[ index ] );
}
else
information->global_table = NULL;
}
/*PAGE
*
* _Objects_Allocate
*
* DESCRIPTION:
*
* This function allocates a object control block from
* the inactive chain of free object control blocks.
*/
Objects_Control *_Objects_Allocate(
Objects_Information *information
)
{
Objects_Control *the_object =
(Objects_Control *) _Chain_Get( &information->Inactive );
if ( information->auto_extend ) {
/*
* If the list is empty then we are out of objects and need to
* extend information base.
*/
if ( !the_object ) {
_Objects_Extend_information( information );
the_object = (Objects_Control *) _Chain_Get( &information->Inactive );
}
if ( the_object ) {
unsigned32 block;
block = _Objects_Get_index( the_object->id ) -
_Objects_Get_index( information->minimum_id );
block /= information->allocation_size;
information->inactive_per_block[ block ]--;
information->inactive--;
}
}
return the_object;
}
/*PAGE
*
* _Objects_Allocate_by_index
*
* DESCRIPTION:
*
* This function allocates the object control block
* specified by the index from the inactive chain of
* free object control blocks.
*/
Objects_Control *_Objects_Allocate_by_index(
Objects_Information *information,
unsigned32 index,
unsigned32 sizeof_control
)
{
Objects_Control *the_object;
void *p;
if ( index && information->maximum >= index ) {
the_object = _Objects_Get_local_object( information, index );
if ( the_object )
return NULL;
/* XXX
* This whole section of code needs to be addressed.
* + The 0 should be dealt with more properly so we can autoextend.
* + The pointer arithmetic is probably too expensive.
* + etc.
*/
p = _Addresses_Add_offset( information->object_blocks[ 0 ],
(information->allocation_size * information->name_length) ),
p = _Addresses_Add_offset( p, (sizeof_control * (index - 1)) );
the_object = (Objects_Control *)p;
_Chain_Extract( &the_object->Node );
return the_object;
}
/*
* Autoextend will have to be thought out as it applies
* to user assigned indices.
*/
return NULL;
}
/*PAGE
*
* _Objects_Free
*
* DESCRIPTION:
*
* This function frees a object control block to the
* inactive chain of free object control blocks.
*/
void _Objects_Free(
Objects_Information *information,
Objects_Control *the_object
)
{
unsigned32 allocation_size = information->allocation_size;
_Chain_Append( &information->Inactive, &the_object->Node );
if ( information->auto_extend ) {
unsigned32 block;
block =
_Objects_Get_index( the_object->id ) - _Objects_Get_index( information->minimum_id );
block /= information->allocation_size;
information->inactive_per_block[ block ]++;
information->inactive++;
/*
* Check if the threshold level has been met of
* 1.5 x allocation_size are free.
*/
if ( information->inactive > ( allocation_size + ( allocation_size >> 1 ) ) ) {
_Objects_Shrink_information( information );
}
}
}
/*PAGE
*
* _Objects_Clear_name
*
* XXX
*/
void _Objects_Clear_name(
void *name,
unsigned32 length
)
{
unsigned32 index;
unsigned32 maximum = length / OBJECTS_NAME_ALIGNMENT;
unsigned32 *name_ptr = (unsigned32 *) name;
for ( index=0 ; index < maximum ; index++ )
*name_ptr++ = 0;
}
/*PAGE
*
* _Objects_Copy_name_string
*
* XXX
*/
void _Objects_Copy_name_string(
void *source,
void *destination
)
{
unsigned8 *source_p = (unsigned8 *) source;
unsigned8 *destination_p = (unsigned8 *) destination;
do {
*destination_p++ = *source_p;
} while ( *source_p++ );
}
/*PAGE
*
* _Objects_Copy_name_raw
*
* XXX
*/
void _Objects_Copy_name_raw(
void *source,
void *destination,
unsigned32 length
)
{
unsigned32 *source_p = (unsigned32 *) source;
unsigned32 *destination_p = (unsigned32 *) destination;
unsigned32 tmp_length = length / OBJECTS_NAME_ALIGNMENT;
while ( tmp_length-- )
*destination_p++ = *source_p++;
}
/*PAGE
*
* _Objects_Compare_name_string
*
* XXX
*/
boolean _Objects_Compare_name_string(
void *name_1,
void *name_2,
unsigned32 length
)
{
unsigned8 *name_1_p = (unsigned8 *) name_1;
unsigned8 *name_2_p = (unsigned8 *) name_2;
unsigned32 tmp_length = length;
do {
if ( *name_1_p++ != *name_2_p++ )
return FALSE;
if ( !tmp_length-- )
return FALSE;
} while ( *name_1_p );
return TRUE;
}
/*PAGE
*
* _Objects_Compare_name_raw
*
* XXX
*/
boolean _Objects_Compare_name_raw(
void *name_1,
void *name_2,
unsigned32 length
)
{
unsigned32 *name_1_p = (unsigned32 *) name_1;
unsigned32 *name_2_p = (unsigned32 *) name_2;
unsigned32 tmp_length = length / OBJECTS_NAME_ALIGNMENT;
while ( tmp_length-- )
if ( *name_1_p++ != *name_2_p++ )
return FALSE;
return TRUE;
}
/*PAGE
*
* _Objects_Name_to_id
*
* These kernel routines search the object table(s) for the given
* object name and returns the associated object id.
*
* Input parameters:
* information - object information
* name - user defined object name
* node - node indentifier (0 indicates any node)
* id - address of return ID
*
* Output parameters:
* id - object id
* OBJECTS_SUCCESSFUL - if successful
* error code - if unsuccessful
*/
Objects_Name_to_id_errors _Objects_Name_to_id(
Objects_Information *information,
Objects_Name name,
unsigned32 node,
Objects_Id *id
)
{
boolean search_local_node;
Objects_Control *the_object;
unsigned32 index;
unsigned32 name_length;
Objects_Name_comparators compare_them;
if ( name == 0 )
return OBJECTS_INVALID_NAME;
search_local_node = FALSE;
if ( information->maximum != 0 &&
(node == OBJECTS_SEARCH_ALL_NODES || node == OBJECTS_SEARCH_LOCAL_NODE ||
_Objects_Is_local_node( node ) ) )
search_local_node = TRUE;
if ( search_local_node ) {
name_length = information->name_length;
if ( information->is_string ) compare_them = _Objects_Compare_name_string;
else compare_them = _Objects_Compare_name_raw;
for ( index = 1; index <= information->maximum; index++ ) {
the_object = information->local_table[ index ];
if ( !the_object || !the_object->name )
continue;
if ( (*compare_them)( name, the_object->name, name_length ) ) {
*id = the_object->id;
return OBJECTS_SUCCESSFUL;
}
}
}
if ( _Objects_Is_local_node( node ) || node == OBJECTS_SEARCH_LOCAL_NODE )
return OBJECTS_INVALID_NAME;
#if defined(RTEMS_MULTIPROCESSING)
return ( _Objects_MP_Global_name_search( information, name, node, id ) );
#else
return OBJECTS_INVALID_NAME;
#endif
}
/*PAGE
*
* _Objects_Get
*
* This routine sets the object pointer for the given
* object id based on the given object information structure.
*
* Input parameters:
* information - pointer to entry in table for this class
* id - object id to search for
* location - address of where to store the location
*
* Output parameters:
* returns - address of object if local
* location - one of the following:
* OBJECTS_ERROR - invalid object ID
* OBJECTS_REMOTE - remote object
* OBJECTS_LOCAL - local object
*/
Objects_Control *_Objects_Get(
Objects_Information *information,
Objects_Id id,
Objects_Locations *location
)
{
Objects_Control *the_object;
unsigned32 index;
index = _Objects_Get_index( id );
if ( information->maximum >= index ) {
_Thread_Disable_dispatch();
if ( (the_object = _Objects_Get_local_object( information, index )) != NULL ) {
*location = OBJECTS_LOCAL;
return( the_object );
}
_Thread_Enable_dispatch();
*location = OBJECTS_ERROR;
return( NULL );
}
*location = OBJECTS_ERROR;
#if defined(RTEMS_MULTIPROCESSING)
_Objects_MP_Is_remote(
information,
_Objects_Build_id( information->the_class, _Objects_Local_node, index ),
location,
&the_object
);
return the_object;
#else
return NULL;
#endif
}
/*PAGE
*
* _Objects_Get_by_index
*
* This routine sets the object pointer for the given
* object id based on the given object information structure.
*
* Input parameters:
* information - pointer to entry in table for this class
* index - object index to check for
* location - address of where to store the location
*
* Output parameters:
* returns - address of object if local
* location - one of the following:
* OBJECTS_ERROR - invalid object ID
* OBJECTS_REMOTE - remote object
* OBJECTS_LOCAL - local object
*/
Objects_Control *_Objects_Get_by_index(
Objects_Information *information,
unsigned32 index,
Objects_Locations *location
)
{
Objects_Control *the_object;
if ( information->maximum >= index ) {
_Thread_Disable_dispatch();
if ( (the_object = _Objects_Get_local_object( information, index )) != NULL ) {
*location = OBJECTS_LOCAL;
return( the_object );
}
_Thread_Enable_dispatch();
*location = OBJECTS_ERROR;
return( NULL );
}
/*
* With just an index, you can't access a remote object.
*/
_Thread_Enable_dispatch();
*location = OBJECTS_ERROR;
return NULL;
}
/*PAGE
*
* _Objects_Get_next
*
* Like _Objects_Get, but considers the 'id' as a "hint" and
* finds next valid one after that point.
* Mostly used for monitor and debug traversal of an object.
*
* Input parameters:
* information - pointer to entry in table for this class
* id - object id to search for
* location - address of where to store the location
* next_id - address to store next id to try
*
* Output parameters:
* returns - address of object if local
* location - one of the following:
* OBJECTS_ERROR - invalid object ID
* OBJECTS_REMOTE - remote object
* OBJECTS_LOCAL - local object
* next_id - will contain a reasonable "next" id to continue traversal
*
* NOTE:
* assumes can add '1' to an id to get to next index.
*/
Objects_Control *
_Objects_Get_next(
Objects_Information *information,
Objects_Id id,
Objects_Locations *location_p,
Objects_Id *next_id_p
)
{
Objects_Control *object;
Objects_Id next_id;
if (_Objects_Get_index(id) == OBJECTS_ID_INITIAL_INDEX)
next_id = information->minimum_id;
else
next_id = id;
do {
/* walked off end of list? */
if (_Objects_Get_index(next_id) > information->maximum)
{
*location_p = OBJECTS_ERROR;
goto final;
}
/* try to grab one */
object = _Objects_Get(information, next_id, location_p);
next_id++;
} while (*location_p != OBJECTS_LOCAL);
*next_id_p = next_id;
return object;
final:
*next_id_p = OBJECTS_ID_FINAL;
return 0;
}