|  | /*
Copyright (C) 2004-2006 Grame  
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __JackAtomicArrayState__
#define __JackAtomicArrayState__
#include "JackAtomic.h"
#include "JackError.h"
#include <string.h> // for memcpy
namespace Jack
{
/*!
\brief Counter for CAS 
*/
struct AtomicArrayCounter
{
    union {
        struct {
            unsigned char fByteVal[4];
        }
        scounter;
        UInt32 fLongVal;
    }info;
    AtomicArrayCounter& operator=(volatile AtomicArrayCounter& obj)
    {
        info.fLongVal = obj.info.fLongVal;
        return *this;
    }
};
#define Counter1(e) (e).info.fLongVal
#define GetIndex1(e, state) ((e).info.scounter.fByteVal[state])
#define SetIndex1(e, state, val) ((e).info.scounter.fByteVal[state] = val)
#define IncIndex1(e, state) ((e).info.scounter.fByteVal[state]++)
#define SwapIndex1(e, state) (((e).info.scounter.fByteVal[0] == state) ? 0 : state)
/*!
\brief A class to handle several states in a lock-free manner
 
Requirement:
 
	- a "current" state
	- several possible "pending" state
	- an TrySwitchState(int state) operation to atomically switch a "pending" to the "current" state (the pending becomes the current). 
	
	The TrySwitchState operation returns a "current" state (either the same if switch fails or the new one, one can know if the switch has succeeded)
	
	- a WriteNextStartState(int state) returns a "pending" state to be written into
	- a WriteNextStartStop(int state) make the written "pending" state become "switchable"
	
	Different pending states can be written independantly and concurrently.
	
	GetCurrentIndex() *must* return an increasing value to be able to check reading current state coherency
	
	The fCounter is an array of indexes to access the current and 3 different "pending" states.
	
	¥ WriteNextStateStart(int index) must return a valid state to be written into, and must invalidate state "index" ==> cur state switch.
	¥ WriteNextStateStop(int index) makes the "index" state become "switchable" with the current state.
	¥ TrySwitchState(int index) must detect that pending state is a new state, and does the switch
	¥ ReadCurrentState() must return the state 
	¥ GetCurrentIndex() must return an index increased each new switch.
	¥ WriteNextStateStart(int index1) and WriteNextStateStart(int index2) can be interleaved
	
	[switch counter][index state][index state][cur index]
	
*/
// CHECK livelock
template <class T>
class JackAtomicArrayState
{
    protected:
        // fState[0] ==> current
        // fState[1] ==> pending
        // fState[2] ==> request
        T fState[3];
        volatile AtomicArrayCounter fCounter;
        UInt32 WriteNextStateStartAux(int state, bool* result)
        {
            AtomicArrayCounter old_val;
            AtomicArrayCounter new_val;
            UInt32 cur_index;
            UInt32 next_index;
            bool need_copy;
            do {
                old_val = fCounter;
                new_val = old_val;
                *result = GetIndex1(new_val, state);
                cur_index = GetIndex1(new_val, 0);
                next_index = SwapIndex1(fCounter, state);
                need_copy = (GetIndex1(new_val, state) == 0);	// Written = false, switch just occured
                SetIndex1(new_val, state, 0);					// Written = false, invalidate state
            } while (!CAS(Counter1(old_val), Counter1(new_val), (UInt32*)&fCounter));
            if (need_copy)
                memcpy(&fState[next_index], &fState[cur_index], sizeof(T));
            return next_index;
        }
        void WriteNextStateStopAux(int state)
        {
            AtomicArrayCounter old_val;
            AtomicArrayCounter new_val;
            do {
                old_val = fCounter;
                new_val = old_val;
                SetIndex1(new_val, state, 1);  // Written = true, state becomes "switchable"
            } while (!CAS(Counter1(old_val), Counter1(new_val), (UInt32*)&fCounter));
        }
    public:
        JackAtomicArrayState()
        {
            JackLog("JackAtomicArrayState constructor\n");
            Counter1(fCounter) = 0;
        }
        ~JackAtomicArrayState() // Not virtual ??
        {}
        /*!
        \brief Returns the current state : only valid in the RT reader thread 
        */
        T* ReadCurrentState()
        {
            return &fState[GetIndex1(fCounter, 0)];
        }
        /*!
        \brief Returns the current switch counter
        */
        UInt16 GetCurrentIndex()
        {
            return GetIndex1(fCounter, 3);
        }
        /*!
		\brief Tries to switch to the next state and returns the new current state (either the same as before if case of switch failure or the new one)
		*/
        T* TrySwitchState(int state)
        {
            AtomicArrayCounter old_val;
            AtomicArrayCounter new_val;
            do {
                old_val = fCounter;
                new_val = old_val;
                if (GetIndex1(new_val, state)) {						// If state has been written
                    SetIndex1(new_val, 0, SwapIndex1(new_val, state));	// Prepare switch
                    SetIndex1(new_val, state, 0);						// Invalidate the state "state"
                    IncIndex1(new_val, 3);								// Inc switch
                }
            } while (!CAS(Counter1(old_val), Counter1(new_val), (UInt32*)&fCounter));
            return &fState[GetIndex1(fCounter, 0)];	// Read the counter again
        }
        /*!
        \brief Tries to switch to the next state and returns the new current state (either the same as before if case of switch failure or the new one)
        */
        T* TrySwitchState(int state, bool* result)
        {
            AtomicArrayCounter old_val;
            AtomicArrayCounter new_val;
            do {
                old_val = fCounter;
                new_val = old_val;
                if ((*result = GetIndex1(new_val, state))) {			// If state has been written
                    SetIndex1(new_val, 0, SwapIndex1(new_val, state));	// Prepare switch
                    SetIndex1(new_val, state, 0);						// Invalidate the state "state"
                    IncIndex1(new_val, 3);								// Inc switch
                }
            } while (!CAS(Counter1(old_val), Counter1(new_val), (UInt32*)&fCounter));
            return &fState[GetIndex1(fCounter, 0)];	// Read the counter again
        }
        /*!
		\brief Start write operation : setup and returns the next state to update, check for recursive write calls.
		*/
        T* WriteNextStateStart(int state)
        {
            bool tmp;
            UInt32 index = WriteNextStateStartAux(state, &tmp);
            return &fState[index];
        }
        T* WriteNextStateStart(int state, bool* result)
        {
            UInt32 index = WriteNextStateStartAux(state, result);
            return &fState[index];
        }
        /*!
        \brief Stop write operation : make the next state ready to be used by the RT thread
        */
        void WriteNextStateStop(int state)
        {
            WriteNextStateStopAux(state);
        }
};
} // end of namespace
#endif
 |