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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
98 lines
2.3 KiB
C++
98 lines
2.3 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#include "eathread/eathread_mutex.h"
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EAMutexData::EAMutexData() : mnLockCount(0) {}
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EA::Thread::MutexParameters::MutexParameters(bool /*bIntraProcess*/, const char* pName)
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{
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if(pName)
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{
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strncpy(mName, pName, sizeof(mName)-1);
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mName[sizeof(mName)-1] = 0;
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}
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else
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{
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mName[0] = 0;
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}
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}
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EA::Thread::Mutex::Mutex(const MutexParameters* pMutexParameters, bool bDefaultParameters)
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{
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if(!pMutexParameters && bDefaultParameters)
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{
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MutexParameters parameters;
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Init(¶meters);
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}
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else
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{
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Init(pMutexParameters);
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}
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}
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EA::Thread::Mutex::~Mutex()
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{
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EAT_ASSERT(mMutexData.mnLockCount == 0);
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}
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bool EA::Thread::Mutex::Init(const MutexParameters* pMutexParameters)
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{
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if (pMutexParameters)
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{
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mMutexData.mnLockCount = 0;
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return true;
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}
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return false;
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}
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int EA::Thread::Mutex::Lock(const ThreadTime& timeoutAbsolute)
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{
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if (timeoutAbsolute == kTimeoutNone)
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{
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mMutexData.mMutex.lock();
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}
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else
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{
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std::chrono::milliseconds timeoutAbsoluteMs(timeoutAbsolute);
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std::chrono::time_point<std::chrono::system_clock> timeout_time(timeoutAbsoluteMs);
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if (!mMutexData.mMutex.try_lock_until(timeout_time))
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{
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return kResultTimeout;
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}
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}
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EAT_ASSERT((mMutexData.mThreadId = EA::Thread::GetThreadId()) != kThreadIdInvalid);
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EAT_ASSERT(mMutexData.mnLockCount >= 0);
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return ++mMutexData.mnLockCount; // This is safe to do because we have the lock.
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}
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int EA::Thread::Mutex::Unlock()
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{
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EAT_ASSERT(mMutexData.mThreadId == EA::Thread::GetThreadId());
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EAT_ASSERT(mMutexData.mnLockCount > 0);
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const int nReturnValue(--mMutexData.mnLockCount); // This is safe to do because we have the lock.
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mMutexData.mMutex.unlock();
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return nReturnValue;
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}
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int EA::Thread::Mutex::GetLockCount() const
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{
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return mMutexData.mnLockCount;
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}
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bool EA::Thread::Mutex::HasLock() const
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{
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#if EAT_ASSERT_ENABLED
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return (mMutexData.mnLockCount > 0) && (mMutexData.mThreadId == EA::Thread::GetThreadId());
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#else
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return (mMutexData.mnLockCount > 0); // This is the best we can do, though it is of limited use, since it doesn't tell you if you are the thread with the lock.
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#endif
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}
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