Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef THREADHELPERS_H
#define THREADHELPERS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utllinkedlist.h"
#define SIZEOF_CS 24 // sizeof( CRITICAL_SECTION )
class CCriticalSection
{
public:
CCriticalSection();
~CCriticalSection();
protected:
friend class CCriticalSectionLock;
void Lock();
void Unlock();
public:
char m_CS[SIZEOF_CS];
// Used to protect against deadlock in debug mode.
//#if defined( _DEBUG )
CUtlLinkedList<unsigned long,int> m_Locks;
char m_DeadlockProtect[SIZEOF_CS];
//#endif
};
// Use this to lock a critical section.
class CCriticalSectionLock
{
public:
CCriticalSectionLock( CCriticalSection *pCS );
~CCriticalSectionLock();
void Lock();
void Unlock();
private:
CCriticalSection *m_pCS;
bool m_bLocked;
};
template< class T >
class CCriticalSectionData : private CCriticalSection
{
public:
// You only have access to the data between Lock() and Unlock().
T* Lock()
{
CCriticalSection::Lock();
return &m_Data;
}
void Unlock()
{
CCriticalSection::Unlock();
}
private:
T m_Data;
};
// ------------------------------------------------------------------------------------------------ //
// CEvent.
// ------------------------------------------------------------------------------------------------ //
class CEvent
{
public:
CEvent();
~CEvent();
bool Init( bool bManualReset, bool bInitialState );
void Term();
void* GetEventHandle() const;
// Signal the event.
bool SetEvent();
// Unset the event's signalled status.
bool ResetEvent();
private:
void *m_hEvent;
};
#endif // THREADHELPERS_H