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372 lines
7.8 KiB
372 lines
7.8 KiB
/*++
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Copyright (c) 1991 Microsoft Corporation
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Module Name:
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RegState.c
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Abstract:
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This module contains helper functions for maintaining
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user mode state for registry objects
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Author:
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Adam Edwards (adamed) 06-May-1998
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Key Functions:
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StateObjectInit
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StateObjectListInit
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StateObjectListIsEmpty
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StateObjectListRemove
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StateObjectListFind
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StateObjectListAdd
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StateObjectListClear
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Notes:
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The StateObjectList stores the most frequently accessed
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objects at the head of the list for quick retrieval. All
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objects in the list must inherit from StateObject, and must
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be distinguishable by a unique 32-bit key. Duplicate
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objects are not supported, so the client must take care
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not to store duplicates (two objects with the same key) in
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the list.
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--*/
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#ifdef LOCAL
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#include <rpc.h>
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#include "regrpc.h"
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#include "localreg.h"
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#include "regstate.h"
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VOID StateObjectInit(
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StateObject* pObject,
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PVOID pvKey)
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/*++
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Routine Description:
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This function will initialize a StateObject. All objects
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which inherit from this must call this function before doing
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any custom initialization.
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Arguments:
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pObject -- the object to initialize.
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pvKey -- a unique key for the object used for searches and comparisons
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between objects.
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Return Value:
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None -- the function does nothing which could fail.
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--*/
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{
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RtlZeroMemory(pObject, sizeof(*pObject));
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pObject->pvKey = pvKey;
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}
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VOID StateObjectListInit(
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StateObjectList* pList,
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PVOID pvKey)
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/*++
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Routine Description:
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This function will initialize a StateObjectList. All objects
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which inherit from this must call this function before doing
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any custom initialization.
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Arguments:
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pList -- pointer to list to initialize.
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pvKey -- a unique key that identifies the list. This parameter is
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necessary since the list itself is a StateObject, which requires a
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key. It can be set to 0 if this list will not be searched for
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as part of another list, but should be set otherwise to a unique
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value.
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Return Value:
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None -- the function does nothing which could fail.
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--*/
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{
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StateObjectInit(
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(StateObject*) pList,
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pvKey);
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pList->pHead = NULL;
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}
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BOOL StateObjectListIsEmpty(StateObjectList* pList)
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/*++
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Routine Description:
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This function returns information on whether or not this
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list is empty.
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Arguments:
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pList -- pointer to list in question
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Return Value:
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TRUE if the list is empty,
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FALSE if not.
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--*/
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{
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return NULL == pList->pHead;
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}
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StateObject* StateObjectListRemove(
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StateObjectList* pList,
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PVOID pvKey)
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/*++
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Routine Description:
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This function will remove an object from the list --
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it does *not* destroy the object.
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Arguments:
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pList -- the list to remove the object from
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pvKey -- a unique key identifying the object to remove
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Return Value:
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a pointer to the removed object if successful,
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NULL otherwise
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--*/
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{
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StateObject* pObject;
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//
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// First, we need to find an object with the desired key
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//
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pObject = StateObjectListFind(
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pList,
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pvKey);
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if (!pObject) {
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return NULL;
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}
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//
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// Now that we've executed the find, the object is at the front
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// of the list -- we can remove it by setting the head to the
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// next object in the list
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//
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pList->pHead = (StateObject*) (pObject->Links.Flink);
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//
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// Make sure the new head's previous pointer is NULL since it
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// has no predecessor
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//
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if (pList->pHead) {
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pList->pHead->Links.Blink = NULL;
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}
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return pObject;
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}
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StateObject* StateObjectListFind(
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StateObjectList* pList,
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PVOID pvKey)
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/*++
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Routine Description:
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This function will find an object in the list
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Arguments:
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pList -- the list in which to search
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pvKey -- a unique key identifying the object sought
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Return Value:
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a pointer to the object if an object with a key matching pvKey is found,
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NULL otherwise
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--*/
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{
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StateObject* pCurrent;
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//
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// Loop through all objects in the list until we get to the end
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//
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for (pCurrent = pList->pHead;
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pCurrent != NULL;
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pCurrent = (StateObject*) pCurrent->Links.Flink)
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{
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//
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// See if this object's key matches the desired key
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//
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if (pvKey == pCurrent->pvKey) {
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PLIST_ENTRY pFlink;
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PLIST_ENTRY pBlink;
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//
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// If the desired object is at the front, this is a no op --
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// we don't have to move anything, just return the object
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//
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if (pCurrent == pList->pHead) {
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return pCurrent;
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}
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//
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// We need to move the found object to the front of the list
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//
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//
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// Remove the object from its current position
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// by severing its links
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//
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pBlink = pCurrent->Links.Blink;
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pFlink = pCurrent->Links.Flink;
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if (pBlink) {
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pBlink->Flink = pFlink;
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}
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if (pFlink) {
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pFlink->Blink = pBlink;
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}
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//
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// Re-add it to the front
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//
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StateObjectListAdd(
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pList,
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pCurrent);
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return pCurrent;
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}
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}
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//
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// We never found an object with the desired key above, so its
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// not in the list
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//
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return NULL;
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}
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VOID StateObjectListAdd(
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StateObjectList* pList,
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StateObject* pObject)
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/*++
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Routine Description:
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This function will add an object to the list
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Arguments:
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pList -- the list in which to add the object
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pObject -- pointer to an object which has been initialized
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with StateObjectInit; this object will be stored in the list.
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Return Value:
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None -- this function does nothing which could fail.
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Note:
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Only one object with a particular key should exist in the list. This
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requirement is not enforced by this function or the list itself, so
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clients need to ensure that they follow this rule.
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--*/
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{
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//
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// Create the links between the object and what's currently
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// at the front of the list
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//
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if (pList->pHead) {
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pObject->Links.Flink = (PLIST_ENTRY) pList->pHead;
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pList->pHead->Links.Blink = (PLIST_ENTRY) pObject;
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}
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//
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// Put the object at the front of the list
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//
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pList->pHead = pObject;
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pList->pHead->Links.Blink = NULL;
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}
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VOID StateObjectListClear(
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StateObjectList* pList,
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PFNDestroyObject pfnDestroy)
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/*++
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Routine Description:
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This function will remove and destroy all objects
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in the list.
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Arguments:
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pList -- the list to clear
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pfnDestroy -- pointer to a function which will be called for
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each object in order to destroy (free resources such as memory,
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kernel objects, etc) it.
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Return Value:
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None -- this function does nothing which could fail.
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--*/
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{
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StateObject* pCurrent;
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//
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// Keep removing objects until the list is empty
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//
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while (!StateObjectListIsEmpty(pList))
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{
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StateObject* pObject;
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//
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// Remove whatever's at the front of the list
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//
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pObject = StateObjectListRemove(
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pList,
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pList->pHead->pvKey);
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ASSERT(pObject);
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//
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// Destroy the removed object
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//
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pfnDestroy(pObject);
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}
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}
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#endif // LOCAL
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