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614 lines
20 KiB
C
614 lines
20 KiB
C
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/*
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* astobj2 - replacement containers for asterisk data structures.
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*
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* Copyright (C) 2006 Marta Carbone, Luigi Rizzo - Univ. di Pisa, Italy
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*
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* See http://www.asterisk.org for more information about
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* the Asterisk project. Please do not directly contact
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* any of the maintainers of this project for assistance;
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* the project provides a web site, mailing lists and IRC
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* channels for your use.
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*
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* This program is free software, distributed under the terms of
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* the GNU General Public License Version 2. See the LICENSE file
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* at the top of the source tree.
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*/
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#ifndef _ASTERISK_ASTOBJ2_H
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#define _ASTERISK_ASTOBJ2_H
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#include "asterisk/compat.h"
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/*! \file
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*
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* \brief Object Model implementing objects and containers.
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These functions implement an abstraction for objects (with
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locks and reference counts) and containers for these user-defined objects,
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supporting locking, reference counting and callbacks.
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The internal implementation of the container is opaque to the user,
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so we can use different data structures as needs arise.
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At the moment, however, the only internal data structure is a hash
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table. When other structures will be implemented, the initialization
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function may change.
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USAGE - OBJECTS
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An object is a block of memory that must be allocated with the
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function ao2_alloc(), and for which the system keeps track (with
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abit of help from the programmer) of the number of references around.
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When an object has no more references, it is destroyed, by first
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invoking whatever 'destructor' function the programmer specifies
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(it can be NULL), and then freeing the memory.
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This way objects can be shared without worrying who is in charge
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of freeing them.
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Basically, creating an object requires the size of the object and
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and a pointer to the destructor function:
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struct foo *o;
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o = ao2_alloc(sizeof(struct foo), my_destructor_fn);
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The object returned has a refcount = 1.
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Note that the memory for the object is allocated and zeroed.
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- We cannot realloc() the object itself.
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- We cannot call free(o) to dispose of the object; rather we
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tell the system that we do not need the reference anymore:
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ao2_ref(o, -1)
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causing the destructor to be called (and then memory freed) when
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the refcount goes to 0. This is also available as ao2_unref(o),
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and returns NULL as a convenience, so you can do things like
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o = ao2_unref(o);
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and clean the original pointer to prevent errors.
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- ao2_ref(o, +1) can be used to modify the refcount on the
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object in case we want to pass it around.
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- other calls on the object are ao2_lock(obj), ao2_unlock(),
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ao2_trylock(), to manipulate the lock.
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USAGE - CONTAINERS
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A containers is an abstract data structure where we can store
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objects, search them (hopefully in an efficient way), and iterate
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or apply a callback function to them. A container is just an object
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itself.
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A container must first be allocated, specifying the initial
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parameters. At the moment, this is done as follows:
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<b>Sample Usage:</b>
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\code
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struct ao2_container *c;
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c = ao2_container_alloc(MAX_BUCKETS, my_hash_fn, my_cmp_fn);
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where
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- MAX_BUCKETS is the number of buckets in the hash table,
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- my_hash_fn() is the (user-supplied) function that returns a
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hash key for the object (further reduced moduly MAX_BUCKETS
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by the container's code);
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- my_cmp_fn() is the default comparison function used when doing
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searches on the container,
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A container knows little or nothing about the object itself,
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other than the fact that it has been created by ao2_alloc()
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All knowledge of the (user-defined) internals of the object
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is left to the (user-supplied) functions passed as arguments
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to ao2_container_alloc().
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If we want to insert the object in the container, we should
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initialize its fields -- especially, those used by my_hash_fn() --
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to compute the bucket to use.
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Once done, we can link an object to a container with
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ao2_link(c, o);
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The function returns NULL in case of errors (and the object
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is not inserted in the container). Other values mean success
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(we are not supposed to use the value as a pointer to anything).
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\note While an object o is in a container, we expect that
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my_hash_fn(o) will always return the same value. The function
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does not lock the object to be computed, so modifications of
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those fields that affect the computation of the hash should
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be done by extractiong the object from the container, and
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reinserting it after the change (this is not terribly expensive).
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\note A container with a single buckets is effectively a linked
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list. However there is no ordering among elements.
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Objects implement a reference counter keeping the count
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of the number of references that reference an object.
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When this number becomes zero the destructor will be
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called and the object will be free'd.
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*/
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/*!
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* Invoked just before freeing the memory for the object.
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* It is passed a pointer to user data.
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*/
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typedef void (*ao2_destructor_fn)(void *);
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void ao2_bt(void); /* backtrace */
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/*!
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* Allocate and initialize an object.
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*
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* \param data_size The sizeof() of user-defined structure.
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* \param destructor_fn The function destructor (can be NULL)
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* \return A pointer to user data.
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*
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* Allocates a struct astobj2 with sufficient space for the
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* user-defined structure.
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* \notes:
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* - storage is zeroed; XXX maybe we want a flag to enable/disable this.
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* - the refcount of the object just created is 1
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* - the returned pointer cannot be free()'d or realloc()'ed;
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* rather, we just call ao2_ref(o, -1);
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*/
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void *ao2_alloc(const size_t data_size, ao2_destructor_fn destructor_fn);
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/*!
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* Reference/unreference an object and return the old refcount.
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*
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* \param o A pointer to the object
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* \param delta Value to add to the reference counter.
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* \return The value of the reference counter before the operation.
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*
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* Increase/decrease the reference counter according
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* the value of delta.
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*
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* If the refcount goes to zero, the object is destroyed.
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*
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* \note The object must not be locked by the caller of this function, as
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* it is invalid to try to unlock it after releasing the reference.
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*
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* \note if we know the pointer to an object, it is because we
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* have a reference count to it, so the only case when the object
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* can go away is when we release our reference, and it is
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* the last one in existence.
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*/
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int ao2_ref(void *o, int delta);
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/*!
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* Lock an object.
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*
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* \param a A pointer to the object we want lock.
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* \return 0 on success, other values on error.
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*/
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int ao2_lock(void *a);
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int __ao2_lock(void *a, const char *file, const char *func, int line, const char *var);
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#ifdef DEBUG_THREADS
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#define ao2_lock(a) __ao2_lock(a, __FILE__, __PRETTY_FUNCTION__, __LINE__, #a)
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#endif
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int ao2_trylock(void *a);
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int __ao2_trylock(void *a, const char *file, const char *func, int line, const char *var);
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#ifdef DEBUG_THREADS
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#define ao2_trylock(a) __ao2_trylock(a, __FILE__, __PRETTY_FUNCTION__, __LINE__, #a)
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#endif
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/*!
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* Unlock an object.
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*
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* \param a A pointer to the object we want unlock.
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* \return 0 on success, other values on error.
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*/
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int ao2_unlock(void *a);
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int __ao2_unlock(void *a, const char *file, const char *func, int line, const char *var);
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#ifdef DEBUG_THREADS
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#define ao2_unlock(a) __ao2_unlock(a, __FILE__, __PRETTY_FUNCTION__, __LINE__, #a)
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#endif
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/*!
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*
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* Containers
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containers are data structures meant to store several objects,
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and perform various operations on them.
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Internally, objects are stored in lists, hash tables or other
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data structures depending on the needs.
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NOTA BENE: at the moment the only container we support is the
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hash table and its degenerate form, the list.
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Operations on container include:
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c = ao2_container_alloc(size, cmp_fn, hash_fn)
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allocate a container with desired size and default compare
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and hash function
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ao2_find(c, arg, flags)
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returns zero or more element matching a given criteria
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(specified as arg). Flags indicate how many results we
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want (only one or all matching entries), and whether we
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should unlink the object from the container.
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ao2_callback(c, flags, fn, arg)
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apply fn(obj, arg) to all objects in the container.
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Similar to find. fn() can tell when to stop, and
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do anything with the object including unlinking it.
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Note that the entire operation is run with the container
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locked, so noone else can change its content while we work on it.
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However, we pay this with the fact that doing
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anything blocking in the callback keeps the container
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blocked.
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The mechanism is very flexible because the callback function fn()
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can do basically anything e.g. counting, deleting records, etc.
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possibly using arg to store the results.
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iterate on a container
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this is done with the following sequence
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struct ao2_container *c = ... // our container
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struct ao2_iterator i;
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void *o;
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i = ao2_iterator_init(c, flags);
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while ( (o = ao2_iterator_next(&i)) ) {
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... do something on o ...
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ao2_ref(o, -1);
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}
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ao2_iterator_destroy(&i);
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The difference with the callback is that the control
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on how to iterate is left to us.
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ao2_ref(c, -1)
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dropping a reference to a container destroys it, very simple!
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Containers are astobj2 object themselves, and this is why their
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implementation is simple too.
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*/
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/*!
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* We can perform different operation on an object. We do this
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* according the following flags.
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*/
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enum search_flags {
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/*! unlink the object found */
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OBJ_UNLINK = (1 << 0),
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/*! on match, don't return the object or increase its reference count. */
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OBJ_NODATA = (1 << 1),
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/*! don't stop at the first match
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* \note This is not fully implemented. */
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OBJ_MULTIPLE = (1 << 2),
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/*! obj is an object of the same type as the one being searched for.
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* This implies that it can be passed to the object's hash function
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* for optimized searching. */
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OBJ_POINTER = (1 << 3),
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/*!
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* \brief Continue if a match is not found in the hashed out bucket
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*
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* This flag is to be used in combination with OBJ_POINTER. This tells
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* the ao2_callback() core to keep searching through the rest of the
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* buckets if a match is not found in the starting bucket defined by
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* the hash value on the argument.
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*/
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OBJ_CONTINUE = (1 << 4),
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};
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/*!
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* Type of a generic function to generate a hash value from an object.
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*
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*/
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typedef int (*ao2_hash_fn)(const void *obj, const int flags);
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/*!
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* valid callback results:
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* We return a combination of
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* CMP_MATCH when the object matches the request,
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* and CMP_STOP when we should not continue the search further.
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*/
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enum _cb_results {
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CMP_MATCH = 0x1,
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CMP_STOP = 0x2,
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};
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/*!
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* generic function to compare objects.
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* This, as other callbacks, should return a combination of
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* _cb_results as described above.
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*
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* \param o object from container
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* \param arg search parameters (directly from ao2_find)
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* \param flags passed directly from ao2_find
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* XXX explain.
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*/
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/*!
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* Type of a generic callback function
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* \param obj pointer to the (user-defined part) of an object.
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* \param arg callback argument from ao2_callback()
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* \param flags flags from ao2_callback()
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* The return values are the same as a compare function.
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* In fact, they are the same thing.
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*/
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typedef int (*ao2_callback_fn)(void *obj, void *arg, int flags);
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/*!
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* Here start declarations of containers.
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*/
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struct ao2_container;
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/*!
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* Allocate and initialize a container
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* with the desired number of buckets.
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*
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* We allocate space for a struct astobj_container, struct container
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* and the buckets[] array.
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*
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* \param my_hash_fn Pointer to a function computing a hash value.
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* \param my_cmp_fn Pointer to a function comparating key-value
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* with a string. (can be NULL)
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* \return A pointer to a struct container.
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*
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* destructor is set implicitly.
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*/
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struct ao2_container *ao2_container_alloc(const unsigned int n_buckets,
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ao2_hash_fn hash_fn, ao2_callback_fn cmp_fn);
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/*!
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* Returns the number of elements in a container.
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*/
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int ao2_container_count(struct ao2_container *c);
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/*
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* Here we have functions to manage objects.
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*
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* We can use the functions below on any kind of
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* object defined by the user.
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*/
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/*!
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* \brief Add an object to a container.
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*
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* \param c the container to operate on.
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* \param newobj the object to be added.
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*
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* \return NULL on errors, other values on success.
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*
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* This function inserts an object in a container according its key.
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*
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* \note Remember to set the key before calling this function.
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*
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* \note This function automatically increases the reference count to
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* account for the reference to the object that the container now holds.
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*
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* For Asterisk 1.4 only, there is a dirty hack here to ensure that chan_iax2
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* can have objects linked in to the container at the head instead of tail
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* when it is just a linked list. This is to maintain some existing behavior
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* where the order must be maintained as it was before this conversion so that
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* matching behavior doesn't change.
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*/
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#define ao2_link(c, o) __ao2_link(c, o, 0)
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void *__ao2_link(struct ao2_container *c, void *newobj, int iax2_hack);
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/*!
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* \brief Remove an object from the container
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*
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* \arg c the container
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* \arg obj the object to unlink
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*
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* \retval NULL, always
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*
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* \note The object requested to be unlinked must be valid. However, if it turns
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* out that it is not in the container, this function is still safe to
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* be called.
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*
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* \note If the object gets unlinked from the container, the container's
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* reference to the object will be automatically released.
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*/
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void *ao2_unlink(struct ao2_container *c, void *obj);
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/*! \struct Used as return value if the flag OBJ_MULTIPLE is set */
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struct ao2_list {
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struct ao2_list *next;
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void *obj; /* pointer to the user portion of the object */
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};
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/*!
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* ao2_callback() and astob2_find() are the same thing with only one difference:
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* the latter uses as a callback the function passed as my_cmp_f() at
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* the time of the creation of the container.
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*
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* \param c A pointer to the container to operate on.
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* \param arg passed to the callback.
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* \param flags A set of flags specifying the operation to perform,
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partially used by the container code, but also passed to
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the callback.
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* \return A pointer to the object found/marked,
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|
* a pointer to a list of objects matching comparison function,
|
||
|
* NULL if not found.
|
||
|
* If the function returns any objects, their refcount is incremented,
|
||
|
* and the caller is in charge of decrementing them once done.
|
||
|
* Also, in case of multiple values returned, the list used
|
||
|
* to store the objects must be freed by the caller.
|
||
|
*
|
||
|
* This function searches through a container and performs operations
|
||
|
* on objects according on flags passed.
|
||
|
* XXX describe better
|
||
|
* The comparison is done calling the compare function set implicitly.
|
||
|
* The p pointer can be a pointer to an object or to a key,
|
||
|
* we can say this looking at flags value.
|
||
|
* If p points to an object we will search for the object pointed
|
||
|
* by this value, otherwise we serch for a key value.
|
||
|
* If the key is not uniq we only find the first matching valued.
|
||
|
* If we use the OBJ_MARK flags, we mark all the objects matching
|
||
|
* the condition.
|
||
|
*
|
||
|
* The use of flags argument is the follow:
|
||
|
*
|
||
|
* OBJ_UNLINK unlinks the object found
|
||
|
* OBJ_NODATA on match, do return an object
|
||
|
* Callbacks use OBJ_NODATA as a default
|
||
|
* functions such as find() do
|
||
|
* OBJ_MULTIPLE return multiple matches
|
||
|
* Default for _find() is no.
|
||
|
* to a key (not yet supported)
|
||
|
* OBJ_POINTER the pointer is an object pointer
|
||
|
*
|
||
|
* In case we return a list, the callee must take care to destroy
|
||
|
* that list when no longer used.
|
||
|
*
|
||
|
* \note When the returned object is no longer in use, ao2_ref() should
|
||
|
* be used to free the additional reference possibly created by this function.
|
||
|
*/
|
||
|
/* XXX order of arguments to find */
|
||
|
void *ao2_find(struct ao2_container *c, void *arg, enum search_flags flags);
|
||
|
void *ao2_callback(struct ao2_container *c,
|
||
|
enum search_flags flags,
|
||
|
ao2_callback_fn cb_fn, void *arg);
|
||
|
|
||
|
int ao2_match_by_addr(void *user_data, void *arg, int flags);
|
||
|
/*!
|
||
|
*
|
||
|
*
|
||
|
* When we need to walk through a container, we use
|
||
|
* ao2_iterator to keep track of the current position.
|
||
|
*
|
||
|
* Because the navigation is typically done without holding the
|
||
|
* lock on the container across the loop,
|
||
|
* objects can be inserted or deleted or moved
|
||
|
* while we work. As a consequence, there is no guarantee that
|
||
|
* the we manage to touch all the elements on the list, or it
|
||
|
* is possible that we touch the same object multiple times.
|
||
|
* However, within the current hash table container, the following is true:
|
||
|
* - It is not possible to miss an object in the container while iterating
|
||
|
* unless it gets added after the iteration begins and is added to a bucket
|
||
|
* that is before the one the current object is in. In this case, even if
|
||
|
* you locked the container around the entire iteration loop, you still would
|
||
|
* not see this object, because it would still be waiting on the container
|
||
|
* lock so that it can be added.
|
||
|
* - It would be extremely rare to see an object twice. The only way this can
|
||
|
* happen is if an object got unlinked from the container and added again
|
||
|
* during the same iteration. Furthermore, when the object gets added back,
|
||
|
* it has to be in the current or later bucket for it to be seen again.
|
||
|
*
|
||
|
* An iterator must be first initialized with ao2_iterator_init(),
|
||
|
* then we can use o = ao2_iterator_next() to move from one
|
||
|
* element to the next. Remember that the object returned by
|
||
|
* ao2_iterator_next() has its refcount incremented,
|
||
|
* and the reference must be explicitly released when done with it.
|
||
|
*
|
||
|
* In addition, ao2_iterator_init() will hold a reference to the container
|
||
|
* being iterated, which will be freed when ao2_iterator_destroy() is called
|
||
|
* to free up the resources used by the iterator (if any).
|
||
|
*
|
||
|
* Example:
|
||
|
*
|
||
|
* \code
|
||
|
*
|
||
|
* struct ao2_container *c = ... // the container we want to iterate on
|
||
|
* struct ao2_iterator i;
|
||
|
* struct my_obj *o;
|
||
|
*
|
||
|
* i = ao2_iterator_init(c, flags);
|
||
|
*
|
||
|
* while ( (o = ao2_iterator_next(&i)) ) {
|
||
|
* ... do something on o ...
|
||
|
* ao2_ref(o, -1);
|
||
|
* }
|
||
|
*
|
||
|
* ao2_iterator_destroy(&i);
|
||
|
*
|
||
|
* \endcode
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
/*!
|
||
|
* You are not supposed to know the internals of an iterator!
|
||
|
* We would like the iterator to be opaque, unfortunately
|
||
|
* its size needs to be known if we want to store it around
|
||
|
* without too much trouble.
|
||
|
* Anyways...
|
||
|
* The iterator has a pointer to the container, and a flags
|
||
|
* field specifying various things e.g. whether the container
|
||
|
* should be locked or not while navigating on it.
|
||
|
* The iterator "points" to the current object, which is identified
|
||
|
* by three values:
|
||
|
* - a bucket number;
|
||
|
* - the object_id, which is also the container version number
|
||
|
* when the object was inserted. This identifies the object
|
||
|
* uniquely, however reaching the desired object requires
|
||
|
* scanning a list.
|
||
|
* - a pointer, and a container version when we saved the pointer.
|
||
|
* If the container has not changed its version number, then we
|
||
|
* can safely follow the pointer to reach the object in constant time.
|
||
|
* Details are in the implementation of ao2_iterator_next()
|
||
|
* A freshly-initialized iterator has bucket=0, version=0.
|
||
|
*/
|
||
|
|
||
|
struct ao2_iterator {
|
||
|
/*! the container */
|
||
|
struct ao2_container *c;
|
||
|
/*! operation flags */
|
||
|
int flags;
|
||
|
/*! current bucket */
|
||
|
int bucket;
|
||
|
/*! container version */
|
||
|
unsigned int c_version;
|
||
|
/*! pointer to the current object */
|
||
|
void *obj;
|
||
|
/*! container version when the object was created */
|
||
|
unsigned int version;
|
||
|
};
|
||
|
|
||
|
/*! Flags that can be passed to ao2_iterator_init() to modify the behavior
|
||
|
* of the iterator.
|
||
|
*/
|
||
|
enum ao2_iterator_flags {
|
||
|
/*! Prevents ao2_iterator_next() from locking the container
|
||
|
* while retrieving the next object from it.
|
||
|
*/
|
||
|
AO2_ITERATOR_DONTLOCK = (1 << 0),
|
||
|
};
|
||
|
|
||
|
/*!
|
||
|
* \brief Create an iterator for a container
|
||
|
*
|
||
|
* \param c the container
|
||
|
* \param flags one or more flags from ao2_iterator_flags
|
||
|
*
|
||
|
* \retval the constructed iterator
|
||
|
*
|
||
|
* \note This function does \b not take a pointer to an iterator;
|
||
|
* rather, it returns an iterator structure that should be
|
||
|
* assigned to (overwriting) an existing iterator structure
|
||
|
* allocated on the stack or on the heap.
|
||
|
*
|
||
|
* This function will take a reference on the container being iterated.
|
||
|
*
|
||
|
*/
|
||
|
struct ao2_iterator ao2_iterator_init(struct ao2_container *c, int flags);
|
||
|
|
||
|
/*!
|
||
|
* \brief Destroy a container iterator
|
||
|
*
|
||
|
* \param i the iterator to destroy
|
||
|
*
|
||
|
* \retval none
|
||
|
*
|
||
|
* This function will release the container reference held by the iterator
|
||
|
* and any other resources it may be holding.
|
||
|
*
|
||
|
*/
|
||
|
void ao2_iterator_destroy(struct ao2_iterator *i);
|
||
|
|
||
|
void *ao2_iterator_next(struct ao2_iterator *a);
|
||
|
|
||
|
#endif /* _ASTERISK_ASTOBJ2_H */
|