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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
# include "platformX86UNIX/platformX86UNIX.h"
# include "platform/threads/semaphore.h"
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// Instead of that mess that was here before, lets use the SDL lib to deal
// with the semaphores.
# include <SDL.h>
# include <SDL_thread.h>
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struct PlatformSemaphore
{
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SDL_sem * semaphore ;
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PlatformSemaphore ( S32 initialCount )
{
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semaphore = SDL_CreateSemaphore ( initialCount ) ;
AssertFatal ( semaphore , " PlatformSemaphore constructor - Failed to create SDL Semaphore. " ) ;
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}
~ PlatformSemaphore ( )
{
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SDL_DestroySemaphore ( semaphore ) ;
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}
} ;
Semaphore : : Semaphore ( S32 initialCount )
{
mData = new PlatformSemaphore ( initialCount ) ;
}
Semaphore : : ~ Semaphore ( )
{
AssertFatal ( mData , " Semaphore destructor - Invalid semaphore. " ) ;
delete mData ;
}
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bool Semaphore : : acquire ( bool block , S32 timeoutMS )
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{
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AssertFatal ( mData & & mData - > semaphore , " Semaphore::acquire - Invalid semaphore. " ) ;
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if ( block )
{
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// Semaphore acquiring is different from the MacOS/Win realization because SDL_SemWaitTimeout() with "infinite" timeout can be too heavy on some platforms.
// (see "man SDL_SemWaitTimeout(3)" for more info)
// "man" states to avoid the use of SDL_SemWaitTimeout at all, but at current stage this looks like a valid and working solution, so keeping it this way.
// [bank / Feb-2010]
if ( timeoutMS = = - 1 )
{
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if ( SDL_SemWait ( mData - > semaphore ) < 0 )
AssertFatal ( false , " Semaphore::acquie - Wait failed. " ) ;
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}
else
{
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if ( SDL_SemWaitTimeout ( mData - > semaphore , timeoutMS ) < 0 )
AssertFatal ( false , " Semaphore::acquie - Wait with timeout failed. " ) ;
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}
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return ( true ) ;
}
else
{
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int res = SDL_SemTryWait ( mData - > semaphore ) ;
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return ( res = = 0 ) ;
}
}
void Semaphore : : release ( )
{
AssertFatal ( mData , " Semaphore::releaseSemaphore - Invalid semaphore. " ) ;
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SDL_SemPost ( mData - > semaphore ) ;
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}