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215 lines
5.7 KiB
215 lines
5.7 KiB
/*++
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Copyright (c) 2000-2001, Microsoft Corporation All rights reserved.
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Module Name:
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threads.c
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Abstract:
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This file contains functions that support our threading efforts
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Functions found in this file:
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GetThreadInfoSafe
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UninitThread
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Revision History:
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01 Mar 2001 v-michka Created.
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--*/
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#include "precomp.h"
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//
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// The MEM structure. We store a linked list of these. In our
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// most optimal case, this is a list with just one MEM in it.
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//
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struct MEM
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{
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LPGODOTTLSINFO alloc; // the allocation to store
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struct MEM* next; // Pointer to the next MEM to chain to
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};
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struct MEM* m_memHead;
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/*-------------------------------
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GetThreadInfoSafe
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Returns our TLS info, and if it has never been gotten,
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allocates it (if the caller specifies) and returns the
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newly allocated info.
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-------------------------------*/
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LPGODOTTLSINFO GetThreadInfoSafe(BOOL fAllocate)
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{
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LPGODOTTLSINFO lpgti = NULL;
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DWORD dwLastError = ERROR_SUCCESS;
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// Use SEH around our critical section since low memory
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// situations can cause a STATUS_INVALID_HANDLE exception
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// to be raise. We will simply set the last error for this
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// case so the client can always know why we failed
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// CONSIDER: Use ERROR_LOCK_FAILED or ERROR_LOCKED here?
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__try
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{
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EnterCriticalSection(&g_csThreads);
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lpgti = TlsGetValue(g_tls);
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dwLastError = GetLastError();
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if(!lpgti)
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{
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if(fAllocate)
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{
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struct MEM* newThreadMem;
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lpgti = GodotHeapAlloc(sizeof(GODOTTLSINFO));
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if(!lpgti)
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dwLastError = ERROR_OUTOFMEMORY;
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else
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{
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// First lets add the block to our
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// handy linked list of allocations.
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if(newThreadMem = GodotHeapAlloc(sizeof(struct MEM)))
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{
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newThreadMem->alloc = lpgti;
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newThreadMem->next = m_memHead;
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m_memHead = newThreadMem;
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// Now lets store it in the TLS slot.
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dwLastError = GetLastError();
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TlsSetValue(g_tls, lpgti);
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}
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else
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dwLastError = ERROR_OUTOFMEMORY;
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if(dwLastError != ERROR_SUCCESS)
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{
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// we failed somehow, so clean it all up
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GodotHeapFree(lpgti);
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m_memHead = m_memHead->next;
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GodotHeapFree(newThreadMem);
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lpgti = NULL;
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}
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}
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}
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else
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dwLastError=ERROR_OUTOFMEMORY;
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}
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}
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__finally
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{
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LeaveCriticalSection(&g_csThreads);
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}
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if(lpgti == NULL)
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{
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SetLastError(dwLastError);
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return(NULL);
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}
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return(lpgti);
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}
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/*-------------------------------
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UninitThread
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-------------------------------*/
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void UninitThread(void)
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{
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LPGODOTTLSINFO lpgti;
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if(g_tls)
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{
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// don't alloc if its not there!
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lpgti = GetThreadInfoSafe(FALSE);
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// Use SEH around our critical section since low memory
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// situations can cause a STATUS_INVALID_HANDLE exception
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// to be raise. Note that if we fail to enter our CS that
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// missing out on this alloc is the least of our problems.
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// We will get a second chance at process close to free
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// it up, if we ever get there.
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__try
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{
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EnterCriticalSection(&g_csThreads);
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if(lpgti)
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{
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struct MEM* current = m_memHead;
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// Clean up that ol' heap allocated memory
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GodotHeapFree(lpgti);
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while(current != NULL)
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{
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if(current->alloc == lpgti)
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{
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// Must handle the head case separately
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m_memHead = current->next;
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current->alloc = NULL;
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GodotHeapFree(current);
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break;
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}
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if((current->next != NULL) && (current->next->alloc == lpgti))
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{
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// The next one in line is the
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// one we want to free up
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current->next = current->next->next;
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current->next->alloc = NULL;
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GodotHeapFree(current->next);
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break;
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}
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current = current->next;
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}
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TlsSetValue(g_tls, NULL);
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}
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}
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__finally
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{
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LeaveCriticalSection(&g_csThreads);
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}
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}
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return;
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}
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/*-------------------------------
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UninitAllThreads
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Deletes our entire linked list of allocations. Note that we
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can only call TlsSetValue on the current thread, not others.
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However, this function will invalidate any pointers in other
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threads so this function should NEVER be called until process
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close.
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-------------------------------*/
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void UninitAllThreads(void)
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{
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struct MEM* current;
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struct MEM* next;
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__try
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{
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EnterCriticalSection(&g_csThreads);
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current = m_memHead;
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while (current != NULL)
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{
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next = current->next;
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GodotHeapFree(current->alloc);
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GodotHeapFree(current);
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current = next;
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}
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m_memHead = NULL;
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}
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__finally
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{
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LeaveCriticalSection(&g_csThreads);
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}
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}
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