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This step would ideally not have been necessary (increases amount of refactoring and templates necessary, which in turn increases build times), but it gives us a couple of nice properties: - SpinlockProtected inside Singleton (a very common combination) can now obtain any lock rank just via the template parameter. It was not previously possible to do this with SingletonInstanceCreator magic. - SpinlockProtected's lock rank is now mandatory; this is the majority of cases and allows us to see where we're still missing proper ranks. - The type already informs us what lock rank a lock has, which aids code readability and (possibly, if gdb cooperates) lock mismatch debugging. - The rank of a lock can no longer be dynamic, which is not something we wanted in the first place (or made use of). Locks randomly changing their rank sounds like a disaster waiting to happen. - In some places, we might be able to statically check that locks are taken in the right order (with the right lock rank checking implementation) as rank information is fully statically known. This refactoring even more exposes the fact that Mutex has no lock rank capabilites, which is not fixed here.
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
/*
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* Copyright (c) 2021, Liav A. <liavalb@hotmail.co.il>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Badge.h>
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#include <AK/Error.h>
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#include <AK/OwnPtr.h>
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#include <AK/Types.h>
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#include <Kernel/API/DeviceEvent.h>
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#include <Kernel/API/TimePage.h>
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#include <Kernel/Arch/RegisterState.h>
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#include <Kernel/Devices/CharacterDevice.h>
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#include <Kernel/Devices/ConsoleDevice.h>
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#include <Kernel/Devices/Device.h>
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#include <Kernel/Devices/DeviceControlDevice.h>
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#include <Kernel/Devices/NullDevice.h>
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#include <Kernel/Library/LockRefPtr.h>
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#include <Kernel/Library/NonnullLockRefPtrVector.h>
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#include <Kernel/UnixTypes.h>
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namespace Kernel {
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class DeviceManagement {
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public:
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DeviceManagement();
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static void initialize();
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static DeviceManagement& the();
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void attach_null_device(NullDevice const&);
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void attach_device_control_device(DeviceControlDevice const&);
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bool is_console_device_attached() const { return !m_console_device.is_null(); }
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void attach_console_device(ConsoleDevice const&);
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Optional<DeviceEvent> dequeue_top_device_event(Badge<DeviceControlDevice>);
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void after_inserting_device(Badge<Device>, Device&);
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void before_device_removal(Badge<Device>, Device&);
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void for_each(Function<void(Device&)>);
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ErrorOr<void> try_for_each(Function<ErrorOr<void>(Device&)>);
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Device* get_device(MajorNumber major, MinorNumber minor);
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NullDevice const& null_device() const;
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NullDevice& null_device();
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ConsoleDevice const& console_device() const;
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ConsoleDevice& console_device();
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template<typename DeviceType, typename... Args>
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static inline ErrorOr<NonnullLockRefPtr<DeviceType>> try_create_device(Args&&... args)
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requires(requires(Args... args) { DeviceType::try_create(args...); })
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{
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auto device = TRY(DeviceType::try_create(forward<Args>(args)...));
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device->after_inserting();
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return device;
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}
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template<typename DeviceType, typename... Args>
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static inline ErrorOr<NonnullLockRefPtr<DeviceType>> try_create_device(Args&&... args)
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{
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auto device = TRY(adopt_nonnull_lock_ref_or_enomem(new (nothrow) DeviceType(forward<Args>(args)...)));
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device->after_inserting();
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return device;
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}
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private:
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LockRefPtr<NullDevice> m_null_device;
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LockRefPtr<ConsoleDevice> m_console_device;
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LockRefPtr<DeviceControlDevice> m_device_control_device;
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// FIXME: Once we have a singleton for managing many sound cards, remove this from here
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SpinlockProtected<HashMap<u64, Device*>, LockRank::None> m_devices {};
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mutable Spinlock<LockRank::None> m_event_queue_lock {};
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CircularQueue<DeviceEvent, 100> m_event_queue;
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};
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}
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