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-rw-r--r--cpukit/score/src/objectshrinkinformation.c116
1 files changed, 116 insertions, 0 deletions
diff --git a/cpukit/score/src/objectshrinkinformation.c b/cpukit/score/src/objectshrinkinformation.c
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+++ b/cpukit/score/src/objectshrinkinformation.c
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+/*
+ * 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_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;
+ }
+}