fLockable
if (fLockable && !fLocked)
fLocked = fLocking.Lock(fLockable);
if (fLockable && fLocked) {
fLocking.Unlock(fLockable);
fLockable = NULL;
Lockable *fLockable;
: fLockable(NULL),
: fLockable(lockable),
fLocked(fLockable && alreadyLocked)
: fLockable(&lockable),
fLocked(fLockable && alreadyLocked)
fLockable = lockable;
BBufferPoolLockable* fLockable;
fLocked(fLockable && alreadyLocked)
fLockable(&lockable),
fLocked(fLockable && alreadyLocked)
fLockable = lockable;
if (fLockable && !fLocked)
fLocked = fLocking.Lock(fLockable);
if (fLockable && fLocked) {
fLocking.Unlock(fLockable);
return fLockable;
Lockable* res = fLockable;
fLockable = NULL;
Lockable* fLockable;
fLockable(NULL),
fLockable(NULL),
fLockable(lockable),
AutoLocker<BBufferPoolLockable> locker(fLockable);
AutoLocker<BBufferPoolLockable> locker(fLockable);
AutoLocker<BBufferPoolLockable> locker(fLockable);
AutoLocker<BBufferPoolLockable> locker(fLockable);