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///////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 1998, Microsoft Corp. All rights reserved.
//
// FILE
//
// Perimeter.cpp
//
// SYNOPSIS
//
// This file implements the class Perimeter.
//
// MODIFICATION HISTORY
//
// 09/04/1997 Original version.
// 09/30/1998 Fix bug with recursive LockExclusive calls.
//
///////////////////////////////////////////////////////////////////////////////
#include <ias.h>
#include <climits>
#include <Perimeter.h>
//////////
// Large negative value used to block shared entry into the perimeter.
//////////
const LONG BLOCK_VALUE = (-LONG_MAX)/2;
Perimeter::Perimeter() throw () : sharing(0), waiting(0), count(&sharing), exclusiveInitialized(false), sharedOK(0), exclusiveOK(0) { }
Perimeter::~Perimeter() throw () { if (exclusiveOK != 0) { CloseHandle(exclusiveOK); }
if (sharedOK != 0) { CloseHandle(sharedOK); }
if (exclusiveInitialized) { DeleteCriticalSection(&exclusive); } }
HRESULT Perimeter::FinalConstruct() throw () { if (!InitializeCriticalSectionAndSpinCount(&exclusive, 0)) { DWORD error = GetLastError(); return HRESULT_FROM_WIN32(error); } exclusiveInitialized = true;
sharedOK = CreateSemaphore(NULL, 0, LONG_MAX, NULL); if (sharedOK == 0) { DWORD error = GetLastError(); return HRESULT_FROM_WIN32(error); }
exclusiveOK = CreateSemaphore(NULL, 0, 1, NULL); if (exclusiveOK == 0) { DWORD error = GetLastError(); return HRESULT_FROM_WIN32(error); }
return S_OK; }
void Perimeter::Lock() throw () { // If this is less than zero, then an exlusive thread must have inserted
// the BLOCK_VALUE, so ...
if (InterlockedIncrement(count) <= 0) { // ... we have to wait until he's done.
WaitForSingleObject(sharedOK, INFINITE); } }
void Perimeter::LockExclusive() throw () { // This limits exclusive access to a single thread.
EnterCriticalSection(&exclusive);
// The first time through we have to wait for the sharers to finish.
if (exclusive.RecursionCount == 1) { // Block any new shared threads.
waiting = BLOCK_VALUE; InterlockedExchangePointer((PVOID *)&count, &waiting);
// Find out how many shared threads are already in the perimeter ...
LONG sharingNow = InterlockedExchangeAdd(&sharing, BLOCK_VALUE);
if (sharingNow > 0) { // ... and wait until they're done.
WaitForSingleObject(exclusiveOK, INFINITE); }
// At this point there is no one left inside the perimeter.
sharing = 0; } }
void Perimeter::Unlock() throw () { // If sharing is zero, we must be an exclusive thread.
if (!sharing) { // Are we about to release our last lock ?
if (exclusive.RecursionCount == 1) { // Allow any new shared access attempts.
InterlockedExchangePointer((PVOID *)&count, &sharing);
// Find out how many threads are waiting on the semaphore ...
LONG waitingNow = waiting - BLOCK_VALUE;
if (waitingNow > 0) { // ... and let them go.
InterlockedExchangeAdd(count, waitingNow); ReleaseSemaphore(sharedOK, waitingNow, NULL); } }
// Release the exclusive lock.
LeaveCriticalSection(&exclusive); } else if (InterlockedDecrement(&sharing) == BLOCK_VALUE) { // If we end up here, we must have been the last shared thread out of
// the perimeter while an exlusive thread is waiting, so wake him up.
ReleaseSemaphore(exclusiveOK, 1, NULL) ; } }
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