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Most of the *Free() functions are pretty generic so add macros to make creating them as easy as possible. Create a distinction between *Free() functions that the caller uses to free memory and callbacks that free third-party resources. There are a number of cases where a driver needs to free resources but does not need a normal *Free() because it is handled by the interface. Add common/object.h for macros that make object maintenance easier. This pattern can also be used for many more object functions.
112 lines
4.0 KiB
C
112 lines
4.0 KiB
C
/***********************************************************************************************************************************
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Wait Handler
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***********************************************************************************************************************************/
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#include "build.auto.h"
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#include "common/debug.h"
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#include "common/log.h"
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#include "common/memContext.h"
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#include "common/object.h"
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#include "common/wait.h"
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/***********************************************************************************************************************************
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Object type
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***********************************************************************************************************************************/
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struct Wait
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{
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MemContext *memContext; // Context that contains the wait handler
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TimeMSec waitTime; // Total time to wait (in usec)
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TimeMSec sleepTime; // Next sleep time (in usec)
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TimeMSec sleepPrevTime; // Previous time slept (in usec)
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TimeMSec beginTime; // Time the wait began (in epoch usec)
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};
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OBJECT_DEFINE_FREE(WAIT);
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/***********************************************************************************************************************************
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New wait handler
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***********************************************************************************************************************************/
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Wait *
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waitNew(TimeMSec waitTime)
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{
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FUNCTION_LOG_BEGIN(logLevelTrace);
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FUNCTION_LOG_PARAM(TIMEMSEC, waitTime);
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FUNCTION_LOG_END();
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ASSERT(waitTime >= 100 && waitTime <= 999999000);
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// Allocate wait object
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Wait *this = NULL;
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MEM_CONTEXT_NEW_BEGIN("wait")
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{
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// Create object
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this = memNew(sizeof(Wait));
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this->memContext = MEM_CONTEXT_NEW();
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// Store time
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this->waitTime = waitTime;
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// Calculate first sleep time -- start with 1/10th of a second for anything >= 1 second
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if (this->waitTime >= MSEC_PER_SEC)
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this->sleepTime = MSEC_PER_SEC / 10;
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// Unless the wait time is really small -- in that case divide wait time by 10
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else
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this->sleepTime = this->waitTime / 10;
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// Get beginning time
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this->beginTime = timeMSec();
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}
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MEM_CONTEXT_NEW_END();
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FUNCTION_LOG_RETURN(WAIT, this);
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}
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/***********************************************************************************************************************************
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Wait and return whether the caller has more time left
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***********************************************************************************************************************************/
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bool
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waitMore(Wait *this)
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{
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FUNCTION_LOG_BEGIN(logLevelTrace);
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FUNCTION_LOG_PARAM(WAIT, this);
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FUNCTION_LOG_END();
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ASSERT(this != NULL);
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bool result = false;
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// If sleep is 0 then the wait time has already ended
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if (this->sleepTime > 0)
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{
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// Sleep required amount
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sleepMSec(this->sleepTime);
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// Get the end time
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TimeMSec elapsedTime = timeMSec() - this->beginTime;
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// Is there more time to go?
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if (elapsedTime < this->waitTime)
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{
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// Calculate sleep time as a sum of current and last (a Fibonacci-type sequence)
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TimeMSec sleepNextTime = this->sleepTime + this->sleepPrevTime;
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// Make sure sleep time does not go beyond end time (this won't be negative because of the if condition above)
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if (sleepNextTime > this->waitTime - elapsedTime)
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sleepNextTime = this->waitTime - elapsedTime;
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// Store new sleep times
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this->sleepPrevTime = this->sleepTime;
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this->sleepTime = sleepNextTime;
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}
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// Else set sleep to zero so next call will return false
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else
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this->sleepTime = 0;
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// Need to wait more
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result = true;
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}
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FUNCTION_LOG_RETURN(BOOL, result);
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}
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