mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platformX86UNIX/platformX86UNIX.h"
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#include "platform/threads/semaphore.h"
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//MGT: converted SDL to OS semaphores to remove dependency on SDL in dedicated server
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#include <unistd.h>
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#include <sys/types.h>
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#include <errno.h>
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#include <semaphore.h>
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#include <time.h>
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struct PlatformSemaphore
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{
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sem_t semaphore;
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bool initialized;
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PlatformSemaphore(S32 initialCount)
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{
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initialized = true;
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if (sem_init(&semaphore, 0, initialCount) == -1) {
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initialized = false;
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AssertFatal(0, "PlatformSemaphore constructor - Failed to create Semaphore.");
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}
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}
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~PlatformSemaphore()
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{
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sem_destroy(&semaphore);
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initialized = false;
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}
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};
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Semaphore::Semaphore(S32 initialCount)
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{
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mData = new PlatformSemaphore(initialCount);
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}
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Semaphore::~Semaphore()
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{
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AssertFatal(mData, "Semaphore destructor - Invalid semaphore.");
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delete mData;
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}
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bool Semaphore::acquire(bool block, S32 timeoutMS)
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{
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AssertFatal(mData && mData->initialized, "Semaphore::acquire - Invalid semaphore.");
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if (block)
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{
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//SDL was removed so I do not now if this still holds true or not with OS calls but my guess is they are used underneath SDL anyway
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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.
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// (see "man SDL_SemWaitTimeout(3)" for more info)
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// "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.
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// [bank / Feb-2010]
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if (timeoutMS == -1)
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{
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if (sem_wait(&mData->semaphore) < 0)
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AssertFatal(false, "Semaphore::acquire - Wait failed.");
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}
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else
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{
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//convert timeoutMS to timespec
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timespec ts;
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if (clock_gettime(CLOCK_REALTIME, &ts) == -1) {
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AssertFatal(false, "Semaphore::acquire - clock_realtime failed.");
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}
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ts.tv_sec += timeoutMS / 1000;
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ts.tv_nsec += (timeoutMS % 1000) * 1000;
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if (sem_timedwait(&mData->semaphore, &ts) < 0)
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AssertFatal(false, "Semaphore::acquire - Wait with timeout failed.");
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}
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return (true);
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}
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else
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{
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int res = sem_trywait(&mData->semaphore);
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return (res == 0);
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}
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}
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void Semaphore::release()
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{
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AssertFatal(mData, "Semaphore::releaseSemaphore - Invalid semaphore.");
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sem_post(&mData->semaphore);
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}
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//MGT: end
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