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pgbackrest/src/common/wait.c
David Steele cc85c4f03d Replace OBJECT_DEFINE_GET() with *Pub struct pattern.
This macro was originally intended to simplify the creation of simple getters but it has been superseded by the pattern introduced in 79a2d02c.

Remove instances of OBJECT_DEFINE_GET() to avoid confusion with the new pattern.
2021-04-07 14:27:57 -04:00

116 lines
4.0 KiB
C

/***********************************************************************************************************************************
Wait Handler
***********************************************************************************************************************************/
#include "build.auto.h"
#include "common/debug.h"
#include "common/log.h"
#include "common/memContext.h"
#include "common/type/object.h"
#include "common/wait.h"
/***********************************************************************************************************************************
Object type
***********************************************************************************************************************************/
struct Wait
{
WaitPub pub; // Publicly accessible variables
MemContext *memContext; // Context that contains the wait handler
TimeMSec waitTime; // Total time to wait (in usec)
TimeMSec sleepTime; // Next sleep time (in usec)
TimeMSec sleepPrevTime; // Previous time slept (in usec)
TimeMSec beginTime; // Time the wait began (in epoch usec)
};
OBJECT_DEFINE_FREE(WAIT);
/**********************************************************************************************************************************/
Wait *
waitNew(TimeMSec waitTime)
{
FUNCTION_LOG_BEGIN(logLevelTrace);
FUNCTION_LOG_PARAM(TIMEMSEC, waitTime);
FUNCTION_LOG_END();
ASSERT(waitTime <= 999999000);
// Allocate wait object
Wait *this = NULL;
MEM_CONTEXT_NEW_BEGIN("wait")
{
// Create object
this = memNew(sizeof(Wait));
*this = (Wait)
{
.pub =
{
.remainTime = waitTime,
},
.memContext = MEM_CONTEXT_NEW(),
.waitTime = waitTime,
};
// Calculate first sleep time -- start with 1/10th of a second for anything >= 1 second
if (this->waitTime >= MSEC_PER_SEC)
this->sleepTime = MSEC_PER_SEC / 10;
// Unless the wait time is really small -- in that case divide wait time by 10
else
this->sleepTime = this->waitTime / 10;
// Get beginning time
this->beginTime = timeMSec();
}
MEM_CONTEXT_NEW_END();
FUNCTION_LOG_RETURN(WAIT, this);
}
/**********************************************************************************************************************************/
bool
waitMore(Wait *this)
{
FUNCTION_LOG_BEGIN(logLevelTrace);
FUNCTION_LOG_PARAM(WAIT, this);
FUNCTION_LOG_END();
ASSERT(this != NULL);
bool result = false;
// If sleep is 0 then the wait time has already ended
if (this->sleepTime > 0)
{
// Sleep required amount
sleepMSec(this->sleepTime);
// Get the end time
TimeMSec elapsedTime = timeMSec() - this->beginTime;
// Is there more time to go?
if (elapsedTime < this->waitTime)
{
// Calculate sleep time as a sum of current and last (a Fibonacci-type sequence)
TimeMSec sleepNextTime = this->sleepTime + this->sleepPrevTime;
// Make sure sleep time does not go beyond end time (this won't be negative because of the if condition above)
if (sleepNextTime > this->waitTime - elapsedTime)
sleepNextTime = this->waitTime - elapsedTime;
// Store new sleep times
this->sleepPrevTime = this->sleepTime;
this->sleepTime = sleepNextTime;
this->pub.remainTime = this->waitTime - elapsedTime;
}
// Else set sleep to zero so next call will return false
else
this->sleepTime = 0;
// Need to wait more
result = true;
}
FUNCTION_LOG_RETURN(BOOL, result);
}