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/*
* Object 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 <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;
}
}
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