mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
91 lines
3.1 KiB
C++
91 lines
3.1 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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// Instead of that mess that was here before, lets use the SDL lib to deal
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// with the semaphores.
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#include <SDL/SDL.h>
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#include <SDL/SDL_thread.h>
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struct PlatformSemaphore
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{
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SDL_sem *semaphore;
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PlatformSemaphore(S32 initialCount)
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{
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semaphore = SDL_CreateSemaphore(initialCount);
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AssertFatal(semaphore, "PlatformSemaphore constructor - Failed to create SDL Semaphore.");
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}
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~PlatformSemaphore()
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{
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SDL_DestroySemaphore(semaphore);
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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->semaphore, "Semaphore::acquire - Invalid semaphore.");
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if (block)
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{
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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 (SDL_SemWait(mData->semaphore) < 0)
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AssertFatal(false, "Semaphore::acquie - Wait failed.");
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}
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else
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{
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if (SDL_SemWaitTimeout(mData->semaphore, timeoutMS) < 0)
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AssertFatal(false, "Semaphore::acquie - 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 = SDL_SemTryWait(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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SDL_SemPost(mData->semaphore);
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}
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