Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef THREADSAFEREFCOUNTEDOBJECT_H
#define THREADSAFEREFCOUNTEDOBJECT_H
#ifdef _WIN32
#pragma once
#endif
// This class can be used for fast access to an object from multiple threads,
// and the main thread can wait until the threads are done using the object before it frees the object.
template< class T > class CThreadSafeRefCountedObject { public: CThreadSafeRefCountedObject( T initVal ) { m_RefCount = 0; m_pObject = initVal; m_RefCount = 0; } void Init( T pObj ) { Assert( ThreadInMainThread() ); Assert( !m_pObject ); m_RefCount = 0; m_pObject = pObj; m_RefCount = 1; } // Threads that access the object need to use AddRef/Release to access it.
T AddRef() { if ( ++m_RefCount > 1 ) { return m_pObject; } else { // If the refcount was 0 when we called this, then the whitelist is about to be freed.
--m_RefCount; return NULL; } } void ReleaseRef( T pObj ) { if ( --m_RefCount >= 1 ) { Assert( m_pObject == pObj ); } }
// The main thread can use this to access the object, since only it can Init() and Free() the object.
T GetInMainThread() { Assert( ThreadInMainThread() ); return m_pObject; }
// The main thread calls this after it has released its last reference to the object.
void ResetWhenNoRemainingReferences( T newValue ) { Assert( ThreadInMainThread() ); // Wait until we can free it.
while ( m_RefCount > 0 ) { CThread::Sleep( 20 ); } m_pObject = newValue; }
private: CInterlockedIntT<long> m_RefCount; T m_pObject; };
#endif // THREADSAFEREFCOUNTEDOBJECT_H
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