/*************************************************************************************************/
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/*!
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* \file wsf_queue.c
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*
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* \brief General purpose queue service.
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*
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* Copyright (c) 2009-2018 Arm Ltd. All Rights Reserved.
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*
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* Copyright (c) 2019-2020 Packetcraft, Inc.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*************************************************************************************************/
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#include "wsf_types.h"
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#include "wsf_queue.h"
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#include "wsf_assert.h"
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#include "wsf_cs.h"
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/**************************************************************************************************
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Macros
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**************************************************************************************************/
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/* Get next queue element */
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#define WSF_QUEUE_NEXT(p) (((wsfQueueElem_t *)(p))->pNext)
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/**************************************************************************************************
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Data Types
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**************************************************************************************************/
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/* Queue element */
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typedef struct wsfQueueElem_tag
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{
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struct wsfQueueElem_tag *pNext; /* pointer to next element */
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} wsfQueueElem_t;
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/*************************************************************************************************/
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/*!
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* \brief Enqueue and element to the tail of a queue.
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*
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* \param pQueue Pointer to queue.
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* \param pElem Pointer to element.
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*/
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/*************************************************************************************************/
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void WsfQueueEnq(wsfQueue_t *pQueue, void *pElem)
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{
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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WSF_ASSERT(pElem != NULL);
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/* initialize next pointer */
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WSF_QUEUE_NEXT(pElem) = NULL;
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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/* if queue empty */
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if (pQueue->pHead == NULL)
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{
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pQueue->pHead = pElem;
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pQueue->pTail = pElem;
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}
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/* else enqueue element to the tail of queue */
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else
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{
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WSF_QUEUE_NEXT(pQueue->pTail) = pElem;
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pQueue->pTail = pElem;
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}
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/* exit critical section */
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WSF_CS_EXIT(lock);
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}
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/*************************************************************************************************/
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/*!
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* \brief Peek the head of a queue.
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*
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* \param pQueue Pointer to queue.
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*
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* \return Pointer to element that has been dequeued or NULL if queue is empty.
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*/
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/*************************************************************************************************/
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void *WsfQueuePeek(wsfQueue_t *pQueue)
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{
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wsfQueueElem_t *pElem;
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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pElem = pQueue->pHead;
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/* exit critical section */
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WSF_CS_EXIT(lock);
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return pElem;
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}
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/*************************************************************************************************/
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/*!
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* \brief Dequeue and element from the head of a queue.
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*
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* \param pQueue Pointer to queue.
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*
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* \return Pointer to element that has been dequeued or NULL if queue is empty.
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*/
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/*************************************************************************************************/
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void *WsfQueueDeq(wsfQueue_t *pQueue)
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{
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wsfQueueElem_t *pElem;
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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pElem = pQueue->pHead;
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/* if queue is not empty */
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if (pElem != NULL)
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{
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/* set head to next element in queue */
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pQueue->pHead = WSF_QUEUE_NEXT(pElem);
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/* check for empty queue */
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if (pQueue->pHead == NULL)
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{
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pQueue->pTail = NULL;
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}
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}
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/* exit critical section */
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WSF_CS_EXIT(lock);
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return pElem;
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}
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/*************************************************************************************************/
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/*!
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* \brief Push an element to the head of a queue.
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*
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* \param pQueue Pointer to queue.
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* \param pElem Pointer to element.
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*/
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/*************************************************************************************************/
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void WsfQueuePush(wsfQueue_t *pQueue, void *pElem)
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{
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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WSF_ASSERT(pElem != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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/* else push element to head of queue */
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WSF_QUEUE_NEXT(pElem) = pQueue->pHead;
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/* if queue was empty set tail */
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if (pQueue->pHead == NULL)
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{
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pQueue->pTail = pElem;
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}
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/* set head */
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pQueue->pHead = pElem;
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/* exit critical section */
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WSF_CS_EXIT(lock);
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}
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/*************************************************************************************************/
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/*!
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* \brief Insert an element into a queue. This function is typically used when iterating
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* over a queue.
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*
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* \param pQueue Pointer to queue.
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* \param pElem Pointer to element to be inserted.
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* \param pPrev Pointer to previous element in the queue before element to be inserted.
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* Note: set pPrev to NULL if pElem is first element in queue.
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* \return None.
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*/
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/*************************************************************************************************/
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void WsfQueueInsert(wsfQueue_t *pQueue, void *pElem, void *pPrev)
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{
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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WSF_ASSERT(pElem != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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/* if queue empty or inserting at tail */
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if (pQueue->pHead == NULL || pPrev == pQueue->pTail)
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{
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/* queue as normal */
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WsfQueueEnq(pQueue, pElem);
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}
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/* else if inserting at head */
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else if (pPrev == NULL)
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{
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/* push to head */
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WsfQueuePush(pQueue, pElem);
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}
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else
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{
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/* insert in middle of queue */
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WSF_QUEUE_NEXT(pElem) = WSF_QUEUE_NEXT(pPrev);
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WSF_QUEUE_NEXT(pPrev) = pElem;
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}
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/* exit critical section */
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WSF_CS_EXIT(lock);
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}
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/*************************************************************************************************/
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/*!
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* \brief Remove an element from a queue. This function is typically used when iterating
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* over a queue.
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*
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* \param pQueue Pointer to queue.
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* \param pElem Pointer to element to be removed.
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* \param pPrev Pointer to previous element in the queue before element to be removed.
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* Note: set pPrev to NULL if pElem is first element in queue.
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* \return None.
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*/
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/*************************************************************************************************/
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void WsfQueueRemove(wsfQueue_t *pQueue, void *pElem, void *pPrev)
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{
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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WSF_ASSERT(pQueue->pHead != NULL);
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WSF_ASSERT(pElem != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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/* if first element */
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if (pElem == pQueue->pHead)
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{
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/* remove from head of queue */
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pQueue->pHead = WSF_QUEUE_NEXT(pElem);
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}
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else if (pPrev)
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{
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/* remove from middle of queue, pPrev will never be null */
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WSF_QUEUE_NEXT(pPrev) = WSF_QUEUE_NEXT(pElem);
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}
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/* if last element */
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if (pElem == pQueue->pTail)
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{
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/* update tail */
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pQueue->pTail = pPrev;
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}
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/* exit critical section */
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WSF_CS_EXIT(lock);
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}
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/*************************************************************************************************/
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/*!
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* \brief Count the number of elements in a queue.
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*
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* \param pQueue Pointer to queue.
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*
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* \return Number of elements in queue.
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*/
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/*************************************************************************************************/
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uint16_t WsfQueueCount(wsfQueue_t *pQueue)
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{
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wsfQueueElem_t *pElem;
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uint16_t count = 0;
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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pElem = pQueue->pHead;
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/* iterate over queue */
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while (pElem != NULL)
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{
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count++;
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pElem = pElem->pNext;
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}
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/* exit critical section */
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WSF_CS_EXIT(lock);
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return count;
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}
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/*************************************************************************************************/
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/*!
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* \brief Return TRUE if queue is empty.
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*
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* \param pQueue Pointer to queue.
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*
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* \return TRUE if queue is empty, FALSE otherwise.
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*/
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/*************************************************************************************************/
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bool_t WsfQueueEmpty(wsfQueue_t *pQueue)
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{
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bool_t empty;
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WSF_CS_INIT(cs);
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WSF_ASSERT(pQueue != NULL);
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/* enter critical section */
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uint32_t lock = WSF_CS_ENTER();
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empty = (pQueue->pHead == NULL);
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/* exit critical section */
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WSF_CS_EXIT(lock);
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return empty;
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}
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/*************************************************************************************************/
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/*!
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* \brief Check for a queue depth of 1 element.
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*
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* \param pQueue Queue.
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*
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* \return TRUE if Queue only has 1 element, FALSE otherwise.
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*/
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/*************************************************************************************************/
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bool_t WsfIsQueueDepthOne(wsfQueue_t *pQueue)
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{
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return pQueue->pHead == pQueue->pTail;
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}
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