open_toontown_panda3d/direct/src/plugin/p3d_lock.h

127 lines
4.8 KiB
C++
Executable File

// Filename: p3d_lock.h
// Created by: drose (05Jun09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef P3D_LOCK_H
#define P3D_LOCK_H
// Provides some simple macros that implement platform-independet
// mutex locks, as well as platform-independent thread constructs.
#ifdef _WIN32
// Windows case
// Locks are straightforward.
class _lock {
public:
CRITICAL_SECTION _l;
int _count;
};
#define LOCK _lock
#define INIT_LOCK(lock) { InitializeCriticalSection(&(lock)._l); (lock)._count = 0; }
#define ACQUIRE_LOCK(lock) { EnterCriticalSection(&(lock)._l); ++((lock)._count); }
#define RELEASE_LOCK(lock) { --((lock)._count); LeaveCriticalSection(&(lock)._l); }
#define DESTROY_LOCK(lock) DeleteCriticalSection(&(lock)._l)
/*
#define LOCK CRITICAL_SECTION
#define INIT_LOCK(lock) InitializeCriticalSection(&(lock))
#define ACQUIRE_LOCK(lock) EnterCriticalSection(&(lock))
#define RELEASE_LOCK(lock) LeaveCriticalSection(&(lock))
#define DESTROY_LOCK(lock) DeleteCriticalSection(&(lock))
*/
// Threads.
#define THREAD HANDLE
#define INIT_THREAD(thread) (thread) = NULL;
#define SPAWN_THREAD(thread, callback_function, this) \
(thread) = CreateThread(NULL, 0, &win_ ## callback_function, (this), 0, NULL)
#define JOIN_THREAD(thread) \
{ \
assert((thread) != NULL); \
WaitForSingleObject((thread), INFINITE); \
CloseHandle((thread)); \
(thread) = NULL; \
}
// Declare this macro within your class declaration. This implements
// the callback function wrapper necessary to hook into the above
// SPAWN_THREAD call. The wrapper will in turn call the method
// function you provide.
#define THREAD_CALLBACK_DECLARATION(class, callback_function) \
static DWORD WINAPI \
win_ ## callback_function(LPVOID data) { \
((class *)data)->callback_function(); \
return 0; \
}
#else // _WIN32
// Posix case
#include <pthread.h>
// We declare this to be a recursive lock, since we might make a
// request_ready call from within the API, which in turn is allowed to
// call back into the API.
#define LOCK pthread_mutex_t
#define INIT_LOCK(lock) { \
pthread_mutexattr_t attr; \
pthread_mutexattr_init(&attr); \
pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE); \
pthread_mutex_init(&(lock), &attr); \
pthread_mutexattr_destroy(&attr); \
}
#define ACQUIRE_LOCK(lock) pthread_mutex_lock(&(lock))
#define RELEASE_LOCK(lock) pthread_mutex_unlock(&(lock))
#define DESTROY_LOCK(lock) pthread_mutex_destroy(&(lock))
#define THREAD pthread_t
#define INIT_THREAD(thread) (thread) = 0;
#define SPAWN_THREAD(thread, callback_function, this) \
{ \
pthread_attr_t attr; \
pthread_attr_init(&attr); \
pthread_attr_setscope(&attr, PTHREAD_SCOPE_SYSTEM); \
pthread_create(&(thread), &attr, &posix_ ## callback_function, (void *)(this)); \
pthread_attr_destroy(&attr); \
}
#define JOIN_THREAD(thread) \
{ \
assert((thread) != 0); \
void *return_val; \
int success = pthread_join((thread), &return_val); \
(thread) = 0; \
if (success != 0) { \
nout << "Failed to join: " << success << "\n"; \
} else { \
nout << "Successfully joined thread: " << return_val << "\n"; \
} \
}
// As above, declare this macro within your class declaration.
#define THREAD_CALLBACK_DECLARATION(class, callback_function) \
static void * \
posix_ ## callback_function(void *data) { \
((class *)data)->callback_function(); \
return NULL; \
}
#endif // _WIN32
#endif