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101
Torque/SDK/engine/platformWin32/winThread.cc
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101
Torque/SDK/engine/platformWin32/winThread.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platformThread.h"
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#include "platformWin32/platformWin32.h"
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#include "platform/platformSemaphore.h"
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//--------------------------------------------------------------------------
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struct WinThreadData
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{
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ThreadRunFunction mRunFunc;
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S32 mRunArg;
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Thread * mThread;
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void * mSemaphore;
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WinThreadData()
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{
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mRunFunc = 0;
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mRunArg = 0;
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mThread = 0;
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mSemaphore = 0;
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};
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};
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//--------------------------------------------------------------------------
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Thread::Thread(ThreadRunFunction func, S32 arg, bool start_thread)
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{
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WinThreadData * threadData = new WinThreadData();
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threadData->mRunFunc = func;
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threadData->mRunArg = arg;
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threadData->mThread = this;
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threadData->mSemaphore = Semaphore::createSemaphore();
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mData = reinterpret_cast<void*>(threadData);
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if (start_thread)
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start();
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}
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Thread::~Thread()
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{
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join();
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WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
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Semaphore::destroySemaphore(threadData->mSemaphore);
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delete threadData;
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}
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static DWORD WINAPI ThreadRunHandler(void * arg)
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{
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WinThreadData * threadData = reinterpret_cast<WinThreadData*>(arg);
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threadData->mThread->run(threadData->mRunArg);
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Semaphore::releaseSemaphore(threadData->mSemaphore);
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return(0);
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}
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void Thread::start()
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{
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if(isAlive())
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return;
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WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
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Semaphore::acquireSemaphore(threadData->mSemaphore);
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DWORD threadID;
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CreateThread(0, 0, ThreadRunHandler, mData, 0, &threadID);
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}
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bool Thread::join()
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{
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if(!isAlive())
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return(false);
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WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
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return(Semaphore::acquireSemaphore(threadData->mSemaphore));
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}
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void Thread::run(S32 arg)
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{
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WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
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if(threadData->mRunFunc)
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threadData->mRunFunc(arg);
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}
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bool Thread::isAlive()
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{
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WinThreadData * threadData = reinterpret_cast<WinThreadData*>(mData);
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bool signal = Semaphore::acquireSemaphore(threadData->mSemaphore, false);
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if(signal)
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Semaphore::releaseSemaphore(threadData->mSemaphore);
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return(!signal);
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}
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U32 Thread::getCurrentThreadId()
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{
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return GetCurrentThreadId();
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}
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