Leaked source code of windows server 2003
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/*******************************************************************************
* * (C) COPYRIGHT MICROSOFT CORPORATION, 1998 * * TITLE: TSPQUEUE.H * * VERSION: 1.0 * * AUTHOR: ShaunIv * * DATE: 5/4/1999 * * DESCRIPTION: Thread Safe Priority Queue template class * *******************************************************************************/ #ifndef __TSPQUEUE_H_INCLUDED
#define __TSPQUEUE_H_INCLUDED
#include "simevent.h"
#include "simcrit.h"
#include "miscutil.h"
template <class T> class CThreadSafePriorityQueue { public: enum { PriorityLow = 1, PriorityNormal = 2, PriorityHigh = 3, PriorityUrgent = 4 };
private: class CQueueNode { private: T *m_pData; int m_nPriority; CQueueNode *m_pNext; public: CQueueNode( T *pData, int nPriority=PriorityNormal ) : m_pData(NULL), m_nPriority(nPriority), m_pNext(NULL) { m_pData = pData; } virtual ~CQueueNode(void) { if (m_pData) { delete m_pData; m_pData = NULL; } m_pNext = NULL; } const CQueueNode *Next(void) const { return m_pNext; } CQueueNode *Next(void) { return m_pNext; } CQueueNode *Next( CQueueNode *pNext ) { return (m_pNext=pNext); }
T *DetachData() { T *pResult = m_pData; m_pData = NULL; return pResult; }
const T *Data(void) const { return m_pData; } T *Data(void) { return m_pData; }
int Priority(void) const { return m_nPriority; } int Priority( int nPriority ) { return (m_nPriority=nPriority); } };
private: CQueueNode *m_pHead; mutable CSimpleCriticalSection m_CriticalSection; CSimpleEvent m_QueueEvent; CSimpleEvent m_PauseEvent;
private: // No implementation
CThreadSafePriorityQueue( const CThreadSafePriorityQueue & ); CThreadSafePriorityQueue &operator=( const CThreadSafePriorityQueue & );
public: CThreadSafePriorityQueue(void) : m_pHead(NULL) { m_QueueEvent.Reset(); m_PauseEvent.Signal(); } ~CThreadSafePriorityQueue(void) { CAutoCriticalSection cs(m_CriticalSection); while (m_pHead) { CQueueNode *pCurr = m_pHead; m_pHead = m_pHead->Next(); delete pCurr; } }
bool Empty( void ) const { CAutoCriticalSection cs(m_CriticalSection); return (NULL == m_pHead); }
CQueueNode *Enqueue( T *pData, int nPriority=PriorityNormal ) { //
// Grab the critical section
//
CAutoCriticalSection cs(m_CriticalSection);
//
// Assume we will not be able to add a new item to the queue
//
CQueueNode *pResult = NULL;
//
// Make sure we have a valid data item
//
if (pData) {
//
// Try to allocate a new queue node
//
pResult = new CQueueNode(pData,nPriority); if (pResult) { //
// This might be the first item in the queue
//
bool bMaybeSignal = Empty();
//
// If this is an empty queue or we need to do it right away, put it at the head of the queue
//
if (!m_pHead || pResult->Priority() >= PriorityUrgent) { pResult->Next(m_pHead); m_pHead = pResult; } else { //
// Find the right place to put it
//
CQueueNode *pCurr = m_pHead; CQueueNode *pPrev = NULL; while (pCurr && pCurr->Priority() >= pResult->Priority()) { pPrev = pCurr; pCurr = pCurr->Next(); }
//
// Insert it in the proper place
//
if (pPrev) { pResult->Next(pCurr); pPrev->Next(pResult); } else { pResult->Next(m_pHead); m_pHead = pResult; } }
//
// If we were able to allocate the item, and the list isn't empty, signal the queue
//
if (bMaybeSignal && !Empty()) { //
// Got one!
//
Signal();
//
// Force a yield if this is a high priority message
//
if (pResult->Priority() >= PriorityHigh) { Sleep(0); } } }
} return pResult; }
T *Dequeue(void) { //
// Grab the critical section
//
CAutoCriticalSection cs(m_CriticalSection);
//
// Wait until we are not paused
//
WiaUiUtil::MsgWaitForSingleObject( m_PauseEvent.Event(), INFINITE );
//
// If there are no items, return
//
if (Empty()) { return NULL; }
//
// Grab the first item
//
CQueueNode *pFront = m_pHead;
//
// Advance to the next item
//
m_pHead = m_pHead->Next();
//
// Get the data
//
T *pResult = pFront->DetachData();
//
// Delete the queue item
//
delete pFront;
//
// If the queue is now empty, reset the event
//
if (Empty()) { m_QueueEvent.Reset(); }
//
// Return any data we got
//
return pResult; }
void Pause(void) { m_PauseEvent.Reset(); } void Resume(void) { m_PauseEvent.Signal(); }
void Signal(void) { m_QueueEvent.Signal(); }
HANDLE QueueEvent(void) { return m_QueueEvent.Event(); } };
#endif //__TSPQUEUE_H_INCLUDED
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