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gamemode: Convert game_mode_context_has_client() to return the client
Returning a bool is not useful if we want to create some log information from this. It now returns NULL or a client pointer which is compatible with all of the current users. When dereferencing the returned pointer, a read lock must be acquired around using the returned result as the client may be deallocated from heap otherwise. Signed-off-by: Kai Krakow <kai@kaishome.de>
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@ -131,7 +131,7 @@ static volatile bool had_context_init = false;
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static GameModeClient *game_mode_client_new(pid_t pid, char *exe);
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static void game_mode_client_free(GameModeClient *client);
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static bool game_mode_context_has_client(GameModeContext *self, pid_t client);
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static const GameModeClient *game_mode_context_has_client(GameModeContext *self, pid_t client);
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static int game_mode_context_num_clients(GameModeContext *self);
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static void *game_mode_context_reaper(void *userdata);
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static void game_mode_context_enter(GameModeContext *self);
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@ -439,15 +439,15 @@ static void game_mode_context_auto_expire(GameModeContext *self)
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/**
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* Determine if the client is already known to the context
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*/
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static bool game_mode_context_has_client(GameModeContext *self, pid_t client)
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static const GameModeClient *game_mode_context_has_client(GameModeContext *self, pid_t client)
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{
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bool found = false;
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const GameModeClient *found = NULL;
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pthread_rwlock_rdlock(&self->rwlock);
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/* Walk all clients and find a matching pid */
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for (GameModeClient *cl = self->client; cl; cl = cl->next) {
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if (cl->pid == client) {
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found = true;
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found = cl;
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break;
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}
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}
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