[PATCH 5/5] debugobjects: Delete a piece of redundant code

Zhen Lei posted 5 patches 1 year, 3 months ago
There is a newer version of this series
[PATCH 5/5] debugobjects: Delete a piece of redundant code
Posted by Zhen Lei 1 year, 3 months ago
The statically allocated objects are all located in obj_static_pool[],
no one will use them anymore, the whole memory of obj_static_pool[] will
be reclaimed later. Therefore, there is no need to split the remaining
statically nodes in list obj_pool into isolated ones. Just write
INIT_HLIST_HEAD(&obj_pool) is enough. Since hlist_move_list() directly
discards the old list, even this can be omitted.

Signed-off-by: Zhen Lei <thunder.leizhen@huawei.com>
---
 lib/debugobjects.c | 5 +----
 1 file changed, 1 insertion(+), 4 deletions(-)

diff --git a/lib/debugobjects.c b/lib/debugobjects.c
index 998724e9dee526b..d3845705db955fa 100644
--- a/lib/debugobjects.c
+++ b/lib/debugobjects.c
@@ -1333,10 +1333,7 @@ static int __init debug_objects_replace_static_objects(void)
 	 * active object references.
 	 */
 
-	/* Remove the statically allocated objects from the pool */
-	hlist_for_each_entry_safe(obj, tmp, &obj_pool, node)
-		hlist_del(&obj->node);
-	/* Move the allocated objects to the pool */
+	/* Replace the statically allocated objects list with the allocated objects list */
 	hlist_move_list(&objects, &obj_pool);
 
 	/* Replace the active object references */
-- 
2.34.1
Re: [PATCH 5/5] debugobjects: Delete a piece of redundant code
Posted by Thomas Gleixner 1 year, 3 months ago
On Mon, Sep 02 2024 at 22:05, Zhen Lei wrote:
> The statically allocated objects are all located in obj_static_pool[],
> no one will use them anymore, the whole memory of obj_static_pool[] will

No one used them ever: nothing will use them

> be reclaimed later. Therefore, there is no need to split the remaining
> statically nodes in list obj_pool into isolated ones. Just write
> INIT_HLIST_HEAD(&obj_pool) is enough. Since hlist_move_list() directly
> discards the old list, even this can be omitted.

Nice!

Thanks,

        tglx