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