/* * Thread Queue Handler * * * COPYRIGHT (c) 1989-1999. * On-Line Applications Research Corporation (OAR). * * 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 #include #include #include #include #include #include #include /*PAGE * * _Thread_queue_Enqueue_priority * * This routine blocks a thread, places it on a thread, and optionally * starts a timeout timer. * * Input parameters: * the_thread_queue - pointer to threadq * thread - thread to insert * timeout - timeout interval in ticks * * Output parameters: NONE * * INTERRUPT LATENCY: * forward less than * forward equal */ void _Thread_queue_Enqueue_priority( Thread_queue_Control *the_thread_queue, Thread_Control *the_thread, Watchdog_Interval timeout ) { Priority_Control search_priority; Thread_Control *search_thread; ISR_Level level; Chain_Control *header; unsigned32 header_index; Chain_Node *the_node; Chain_Node *next_node; Chain_Node *previous_node; Chain_Node *search_node; Priority_Control priority; States_Control block_state; Thread_queue_States sync_state; _Chain_Initialize_empty( &the_thread->Wait.Block2n ); priority = the_thread->current_priority; header_index = _Thread_queue_Header_number( priority ); header = &the_thread_queue->Queues.Priority[ header_index ]; block_state = the_thread_queue->state; if ( _Thread_queue_Is_reverse_search( priority ) ) goto restart_reverse_search; restart_forward_search: search_priority = PRIORITY_MINIMUM - 1; _ISR_Disable( level ); search_thread = (Thread_Control *) header->first; while ( !_Chain_Is_tail( header, (Chain_Node *)search_thread ) ) { search_priority = search_thread->current_priority; if ( priority <= search_priority ) break; #if ( CPU_UNROLL_ENQUEUE_PRIORITY == TRUE ) search_thread = (Thread_Control *) search_thread->Object.Node.next; if ( _Chain_Is_tail( header, (Chain_Node *)search_thread ) ) break; search_priority = search_thread->current_priority; if ( priority <= search_priority ) break; #endif _ISR_Flash( level ); if ( !_States_Are_set( search_thread->current_state, block_state) ) { _ISR_Enable( level ); goto restart_forward_search; } search_thread = (Thread_Control *)search_thread->Object.Node.next; } if ( the_thread_queue->sync_state != THREAD_QUEUE_NOTHING_HAPPENED ) goto synchronize; the_thread_queue->sync_state = THREAD_QUEUE_SYNCHRONIZED; if ( priority == search_priority ) goto equal_priority; search_node = (Chain_Node *) search_thread; previous_node = search_node->previous; the_node = (Chain_Node *) the_thread; the_node->next = search_node; the_node->previous = previous_node; previous_node->next = the_node; search_node->previous = the_node; _ISR_Enable( level ); return; restart_reverse_search: search_priority = PRIORITY_MAXIMUM + 1; _ISR_Disable( level ); search_thread = (Thread_Control *) header->last; while ( !_Chain_Is_head( header, (Chain_Node *)search_thread ) ) { search_priority = search_thread->current_priority; if ( priority >= search_priority ) break; #if ( CPU_UNROLL_ENQUEUE_PRIORITY == TRUE ) search_thread = (Thread_Control *) search_thread->Object.Node.previous; if ( _Chain_Is_head( header, (Chain_Node *)search_thread ) ) break; search_priority = search_thread->current_priority; if ( priority >= search_priority ) break; #endif _ISR_Flash( level ); if ( !_States_Are_set( search_thread->current_state, block_state) ) { _ISR_Enable( level ); goto restart_reverse_search; } search_thread = (Thread_Control *) search_thread->Object.Node.previous; } if ( the_thread_queue->sync_state != THREAD_QUEUE_NOTHING_HAPPENED ) goto synchronize; the_thread_queue->sync_state = THREAD_QUEUE_SYNCHRONIZED; if ( priority == search_priority ) goto equal_priority; search_node = (Chain_Node *) search_thread; next_node = search_node->next; the_node = (Chain_Node *) the_thread; the_node->next = next_node; the_node->previous = search_node; search_node->next = the_node; next_node->previous = the_node; _ISR_Enable( level ); return; equal_priority: /* add at end of priority group */ search_node = _Chain_Tail( &search_thread->Wait.Block2n ); previous_node = search_node->previous; the_node = (Chain_Node *) the_thread; the_node->next = search_node; the_node->previous = previous_node; previous_node->next = the_node; search_node->previous = the_node; _ISR_Enable( level ); return; synchronize: sync_state = the_thread_queue->sync_state; the_thread_queue->sync_state = THREAD_QUEUE_SYNCHRONIZED; switch ( sync_state ) { case THREAD_QUEUE_SYNCHRONIZED: /* * This should never happen. It indicates that someone did not * enter a thread queue critical section. */ break; case THREAD_QUEUE_NOTHING_HAPPENED: /* * This should never happen. All of this was dealt with above. */ break; case THREAD_QUEUE_TIMEOUT: the_thread->Wait.return_code = the_thread->Wait.queue->timeout_status; _ISR_Enable( level ); break; case THREAD_QUEUE_SATISFIED: if ( _Watchdog_Is_active( &the_thread->Timer ) ) { _Watchdog_Deactivate( &the_thread->Timer ); _ISR_Enable( level ); (void) _Watchdog_Remove( &the_thread->Timer ); } else _ISR_Enable( level ); break; } /* * Global objects with thread queue's should not be operated on from an * ISR. But the sync code still must allow short timeouts to be processed * correctly. */ _Thread_Unblock( the_thread ); #if defined(RTEMS_MULTIPROCESSING) if ( !_Objects_Is_local_id( the_thread->Object.id ) ) _Thread_MP_Free_proxy( the_thread ); #endif }