Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <windows.h>
#include "threadhelpers.h"
#include "tier0/dbg.h"
// -------------------------------------------------------------------------------- //
// CCriticalSection implementation.
// -------------------------------------------------------------------------------- //
CCriticalSection::CCriticalSection()
{
Assert( sizeof( CRITICAL_SECTION ) == SIZEOF_CS );
#if defined( _DEBUG )
InitializeCriticalSection( (CRITICAL_SECTION*)&m_DeadlockProtect );
#endif
InitializeCriticalSection( (CRITICAL_SECTION*)&m_CS );
}
CCriticalSection::~CCriticalSection()
{
DeleteCriticalSection( (CRITICAL_SECTION*)&m_CS );
#if defined( _DEBUG )
DeleteCriticalSection( (CRITICAL_SECTION*)&m_DeadlockProtect );
#endif
}
void CCriticalSection::Lock()
{
#if defined( _DEBUG )
// Check if this one is already locked.
DWORD id = GetCurrentThreadId();
EnterCriticalSection( (CRITICAL_SECTION*)&m_DeadlockProtect );
Assert( m_Locks.Find( id ) == m_Locks.InvalidIndex() );
m_Locks.AddToTail( id );
LeaveCriticalSection( (CRITICAL_SECTION*)&m_DeadlockProtect );
#endif
EnterCriticalSection( (CRITICAL_SECTION*)&m_CS );
}
void CCriticalSection::Unlock()
{
#if defined( _DEBUG )
// Check if this one is already locked.
DWORD id = GetCurrentThreadId();
EnterCriticalSection( (CRITICAL_SECTION*)&m_DeadlockProtect );
int index = m_Locks.Find( id );
Assert( index != m_Locks.InvalidIndex() );
m_Locks.Remove( index );
LeaveCriticalSection( (CRITICAL_SECTION*)&m_DeadlockProtect );
#endif
LeaveCriticalSection( (CRITICAL_SECTION*)&m_CS );
}
// -------------------------------------------------------------------------------- //
// CCriticalSectionLock implementation.
// -------------------------------------------------------------------------------- //
CCriticalSectionLock::CCriticalSectionLock( CCriticalSection *pCS )
{
m_pCS = pCS;
m_bLocked = false;
}
CCriticalSectionLock::~CCriticalSectionLock()
{
if ( m_bLocked )
m_pCS->Unlock();
}
void CCriticalSectionLock::Lock()
{
Assert( !m_bLocked );
m_bLocked = true;
m_pCS->Lock();
}
void CCriticalSectionLock::Unlock()
{
Assert( m_bLocked );
m_bLocked = false;
m_pCS->Unlock();
}
// -------------------------------------------------------------------------------- //
// CEvent implementation.
// -------------------------------------------------------------------------------- //
CEvent::CEvent()
{
m_hEvent = NULL;
}
CEvent::~CEvent()
{
Term();
}
bool CEvent::Init( bool bManualReset, bool bInitialState )
{
Term();
m_hEvent = (void*)CreateEvent( NULL, bManualReset, bInitialState, NULL );
return (m_hEvent != NULL);
}
void CEvent::Term()
{
if ( m_hEvent )
{
CloseHandle( (HANDLE)m_hEvent );
m_hEvent = NULL;
}
}
void* CEvent::GetEventHandle() const
{
Assert( m_hEvent );
return m_hEvent;
}
bool CEvent::SetEvent()
{
Assert( m_hEvent );
return ::SetEvent( (HANDLE)m_hEvent ) != 0;
}
bool CEvent::ResetEvent()
{
Assert( m_hEvent );
return ::ResetEvent( (HANDLE)m_hEvent ) != 0;
}