mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
130 lines
3.3 KiB
C++
130 lines
3.3 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 "platform/types.h"
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#include "platform/platformAssert.h"
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#ifndef _PLATFORM_THREADS_MUTEX_H_
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#define _PLATFORM_THREADS_MUTEX_H_
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// Forward ref used by platform code
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struct PlatformMutexData;
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class Mutex
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{
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protected:
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PlatformMutexData *mData;
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public:
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Mutex();
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virtual ~Mutex();
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virtual bool lock(bool block = true);
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virtual void unlock();
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// Old API so that we don't have to change a load of code
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static void *createMutex()
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{
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Mutex *mutex = new Mutex;
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return (void *)mutex;
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}
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static void destroyMutex(void *mutex)
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{
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Mutex *realMutex = reinterpret_cast<Mutex *>(mutex);
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delete realMutex;
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}
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static bool lockMutex(void *mutex, bool block = true)
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{
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Mutex *realMutex = reinterpret_cast<Mutex *>(mutex);
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return realMutex->lock(block);
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}
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static void unlockMutex(void *mutex)
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{
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Mutex *realMutex = reinterpret_cast<Mutex *>(mutex);
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realMutex->unlock();
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}
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};
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/// Helper for simplifying mutex locking code.
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///
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/// This class will automatically unlock a mutex that you've
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/// locked through it, saving you from managing a lot of complex
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/// exit cases. For instance:
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///
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/// @code
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/// MutexHandle handle;
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/// handle.lock(myMutex);
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///
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/// if(error1)
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/// return; // Auto-unlocked by handle if we leave here - normally would
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/// // leave the mutex locked, causing much pain later.
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///
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/// handle.unlock();
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/// @endcode
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class MutexHandle
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{
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private:
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void *mMutexPtr;
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public:
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MutexHandle()
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: mMutexPtr(NULL)
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{
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}
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~MutexHandle()
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{
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if(mMutexPtr)
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unlock();
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}
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bool lock(void *mutex, bool blocking=false)
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{
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AssertFatal(!mMutexPtr, "MutexHandle::lock - shouldn't be locking things twice!");
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bool ret = Mutex::lockMutex(mutex, blocking);
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if(ret)
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{
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// We succeeded, do book-keeping.
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mMutexPtr = mutex;
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}
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return ret;
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}
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void unlock()
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{
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if(mMutexPtr)
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{
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Mutex::unlockMutex(mMutexPtr);
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mMutexPtr = NULL;
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}
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}
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};
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#endif // _PLATFORM_THREADS_MUTEX_H_
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