Leaked source code of windows server 2003
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/*
* LOCK.C * * RSM Service : Locking functions for Physical Media and Media Pools * * Author: ErvinP * * (c) 2001 Microsoft Corporation * */
#include <windows.h>
#include <stdlib.h>
#include <wtypes.h>
#include <ntmsapi.h>
#include "internal.h"
#include "resource.h"
#include "debug.h"
BOOLEAN LockPhysicalMediaWithPool_Iter(PHYSICAL_MEDIA *physMedia, ULONG numTries); BOOLEAN LockPhysicalMediaWithLibrary_Iter(PHYSICAL_MEDIA *physMedia, ULONG numTries);
/*
* LockPhysicalMediaWithPool * * Warning: ugly function * * We frequently need to lock a piece of media as well as * its media pool. * To avoid deadlock, we have to acquire the locks top-down * (starting with the pool). But that's difficult since we're starting * with the physical media pointer. * This function enters the media pool and physical media * critical sections in the right order. * Subsequently, the caller can safely call subroutines that re-enter * these critical sections in any order. */ BOOLEAN LockPhysicalMediaWithPool(PHYSICAL_MEDIA *physMedia) { return LockPhysicalMediaWithPool_Iter(physMedia, 10); } BOOLEAN LockPhysicalMediaWithPool_Iter(PHYSICAL_MEDIA *physMedia, ULONG numTries){ MEDIA_POOL *mediaPool; BOOLEAN success = FALSE;
/*
* 1. Get an (unreliable) snapshot of the heirarchy without grabbing * more than one lock at a time. If the media is in a pool, * reference it temporarily so that it doesn't go away while * we drop the media lock (which can then lose its ref on the pool). */ EnterCriticalSection(&physMedia->lock); mediaPool = physMedia->owningMediaPool; if (mediaPool){ RefObject(mediaPool); } LeaveCriticalSection(&physMedia->lock);
/*
* 2. Now grab the locks for the pool and media in the right order. * Then check the hierarchy again. * If its the same, we're done; otherwise, try again. * */ if (mediaPool){ /*
* We referenced the media pool, so its guaranteed to still exist. * But the media may have been moved out of it while we * let go of the lock. If the hierarchy is still the same, then * we've got both the media and pool locked in the right order. * Otherwise, we have to back off and try again. */ EnterCriticalSection(&mediaPool->lock); EnterCriticalSection(&physMedia->lock); if (physMedia->owningMediaPool == mediaPool){ success = TRUE; } else { LeaveCriticalSection(&physMedia->lock); LeaveCriticalSection(&mediaPool->lock); } DerefObject(mediaPool); } else { /*
* If after locking the media again it is still not in any pool, * we are set to go. */ EnterCriticalSection(&physMedia->lock); if (physMedia->owningMediaPool){ LeaveCriticalSection(&physMedia->lock); } else { success = TRUE; } }
if (!success && (numTries > 0)){ /*
* Try again by calling ourselves RECURSIVELY. */ Sleep(1); success = LockPhysicalMediaWithPool_Iter(physMedia, numTries-1); }
return success; }
/*
* UnlockPhysicalMediaWithPool * * Undo LockPhysicalMediaWithPool. */ VOID UnlockPhysicalMediaWithPool(PHYSICAL_MEDIA *physMedia) { if (physMedia->owningMediaPool){ LeaveCriticalSection(&physMedia->owningMediaPool->lock); } LeaveCriticalSection(&physMedia->lock); }
/*
* LockPhysicalMediaWithLibrary * * Warning: ugly function * * Like LockPhysicalMediaWithPool, but locks the media pool * and the library. Acquires locks in the right * order (top to down) despite the fact that we're starting * from the bottom with the media. * Note that we don't have to actually grab locks for all * the media sub-pools in the hierarchy. The media pool configuration * does not change while the library lock is held. */ BOOLEAN LockPhysicalMediaWithLibrary(PHYSICAL_MEDIA *physMedia) { return LockPhysicalMediaWithLibrary_Iter(physMedia, 10); } BOOLEAN LockPhysicalMediaWithLibrary_Iter(PHYSICAL_MEDIA *physMedia, ULONG numTries) { LIBRARY *lib = NULL; MEDIA_POOL *mediaPool = NULL; BOOLEAN success = FALSE; success = LockPhysicalMediaWithPool(physMedia); if (success){ /*
* Reference the library so it doesn't go away while * we drop the locks. */ mediaPool = physMedia->owningMediaPool; if (mediaPool){ RefObject(mediaPool); lib = mediaPool->owningLibrary; if (lib){ RefObject(lib); } } UnlockPhysicalMediaWithPool(physMedia);
/*
* Now grab the locks in the right order and check if * the configuration hasn't changed while we dropped the lock. */ if (lib){ EnterCriticalSection(&lib->lock); success = LockPhysicalMediaWithPool(physMedia); if (success){ if (physMedia->owningMediaPool && (physMedia->owningMediaPool->owningLibrary == lib)){
} else { UnlockPhysicalMediaWithPool(physMedia); success = FALSE; } }
if (!success){ LeaveCriticalSection(&lib->lock); } DerefObject(lib); } else { /*
* Media is not in any pool or lib ? * Just make sure nothing's changed while we dropped the lock. */ success = LockPhysicalMediaWithPool(physMedia); if (mediaPool){ if ((physMedia->owningMediaPool == mediaPool) && (mediaPool->owningLibrary == lib)){ } else { UnlockPhysicalMediaWithPool(physMedia); success = FALSE; } } } }
if (!success && (numTries > 0)){ success = LockPhysicalMediaWithLibrary_Iter(physMedia, numTries-1); } return success; }
VOID UnlockPhysicalMediaWithLibrary(PHYSICAL_MEDIA *physMedia) { if (physMedia->owningMediaPool && physMedia->owningMediaPool->owningLibrary){
LeaveCriticalSection(&physMedia->owningMediaPool->owningLibrary->lock); } UnlockPhysicalMediaWithPool(physMedia); }
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