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///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#include "EABase/eabase.h"
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#include "eathread/eathread_mutex.h"
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#include "eathread/eathread.h"
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#if defined(EA_PLATFORM_MICROSOFT)
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EA_DISABLE_ALL_VC_WARNINGS()
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#include <Windows.h>
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EA_RESTORE_ALL_VC_WARNINGS()
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#endif
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#ifdef CreateMutex
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#undef CreateMutex // Windows #defines CreateMutex to CreateMutexA or CreateMutexW.
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#endif
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#if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
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#if defined(EA_PLATFORM_WINDOWS)
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extern "C" WINBASEAPI BOOL WINAPI TryEnterCriticalSection(_Inout_ LPCRITICAL_SECTION lpCriticalSection);
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#endif
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EAMutexData::EAMutexData()
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: mnLockCount(0), mbIntraProcess(true)
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{
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#if EAT_ASSERT_ENABLED
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mThreadId = EA::Thread::kThreadIdInvalid;
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mSysThreadId = EA::Thread::kSysThreadIdInvalid;
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#endif
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::memset(&mData, 0, sizeof(mData));
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}
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EA::Thread::MutexParameters::MutexParameters(bool bIntraProcess, const char* pName)
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: mbIntraProcess(bIntraProcess)
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{
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if(pName)
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{
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strncpy(mName, pName, sizeof(mName)-1);
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mName[sizeof(mName)-1] = 0;
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}
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else
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mName[0] = 0;
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}
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EA::Thread::Mutex::Mutex(const MutexParameters* pMutexParameters, bool bDefaultParameters)
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{
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if(!pMutexParameters && bDefaultParameters)
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{
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MutexParameters parameters;
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Init(¶meters);
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}
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else
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Init(pMutexParameters);
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}
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EA::Thread::Mutex::~Mutex()
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{
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EAT_ASSERT(mMutexData.mnLockCount == 0);
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// Consider doing something to verify the mutex object has been initialized.
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#if defined(EA_PLATFORM_WINDOWS)
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if(mMutexData.mbIntraProcess)
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DeleteCriticalSection((CRITICAL_SECTION*)mMutexData.mData);
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else
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CloseHandle(*(HANDLE*)mMutexData.mData);
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#else
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DeleteCriticalSection((CRITICAL_SECTION*)mMutexData.mData);
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#endif
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}
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bool EA::Thread::Mutex::Init(const MutexParameters* pMutexParameters)
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{
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// Make sure that internal structure is big enough to hold critical section data.
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// If this assert fires, please adjust MUTEX_PLATFORM_DATA_SIZE in eathread_mutex.h accordingly.
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EAT_COMPILETIME_ASSERT(sizeof(CRITICAL_SECTION) <= (MUTEX_PLATFORM_DATA_SIZE / sizeof(uint64_t) * sizeof(uint64_t)));
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EAT_COMPILETIME_ASSERT(sizeof(HANDLE) <= MUTEX_PLATFORM_DATA_SIZE);
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if(pMutexParameters)
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{
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mMutexData.mnLockCount = 0;
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#if defined(EA_PLATFORM_WINDOWS)
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mMutexData.mbIntraProcess = pMutexParameters->mbIntraProcess;
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if(mMutexData.mbIntraProcess)
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{
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// We use InitializeCriticalSectionAndSpinCount, as that has resulted in improved performance in practice on multiprocessors systems.
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int rv = InitializeCriticalSectionAndSpinCount((CRITICAL_SECTION*)mMutexData.mData, 256);
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EAT_ASSERT(rv != 0);
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EA_UNUSED(rv);
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return true;
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}
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else
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{
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EAT_COMPILETIME_ASSERT(sizeof(pMutexParameters->mName) <= MAX_PATH);
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*(HANDLE*)mMutexData.mData = ::CreateMutexA(NULL, false, pMutexParameters->mName[0] ? pMutexParameters->mName : NULL);
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EAT_ASSERT(*(HANDLE*)mMutexData.mData != 0);
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return *(HANDLE*)mMutexData.mData != 0;
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}
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#else
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// We use InitializeCriticalSectionAndSpinCount, as that has resulted in improved performance in practice on multiprocessors systems.
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InitializeCriticalSectionAndSpinCount((CRITICAL_SECTION*)mMutexData.mData, 256);
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return true;
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#endif
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}
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return false;
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}
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#pragma warning(push)
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#pragma warning(disable: 4706) // disable warning about assignment within a conditional expression
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int EA::Thread::Mutex::Lock(const ThreadTime& timeoutAbsolute)
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{
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EAT_ASSERT(mMutexData.mnLockCount < 100000);
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#if defined(EA_PLATFORM_WINDOWS) // Non-Windows is always assumed to be intra-process.
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if(mMutexData.mbIntraProcess)
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{
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#endif
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if(timeoutAbsolute == kTimeoutNone)
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EnterCriticalSection((CRITICAL_SECTION*)mMutexData.mData);
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else
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{
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// To consider: Have a pathway for kTimeoutImmediate which doesn't check the current time.
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while(!TryEnterCriticalSection((CRITICAL_SECTION*)mMutexData.mData))
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{
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if(GetThreadTime() >= timeoutAbsolute)
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return kResultTimeout;
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Sleep(1);
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}
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}
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#if defined(EA_PLATFORM_WINDOWS)
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}
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else
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{
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EAT_ASSERT(*(HANDLE*)mMutexData.mData != 0);
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const DWORD dw = ::WaitForSingleObject(*(HANDLE*)mMutexData.mData, RelativeTimeoutFromAbsoluteTimeout(timeoutAbsolute));
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if(dw == WAIT_TIMEOUT)
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return kResultTimeout;
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if(dw != WAIT_OBJECT_0)
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{
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EAT_ASSERT(false);
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return kResultError;
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}
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}
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#endif
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EAT_ASSERT((mMutexData.mSysThreadId = EA::Thread::GetSysThreadId()) != kSysThreadIdInvalid);
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EAT_ASSERT(mMutexData.mnLockCount >= 0);
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return ++mMutexData.mnLockCount; // This is safe to do because we have the lock.
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}
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#pragma warning(pop)
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int EA::Thread::Mutex::Unlock()
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{
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EAT_ASSERT(mMutexData.mSysThreadId == EA::Thread::GetSysThreadId());
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EAT_ASSERT(mMutexData.mnLockCount > 0);
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const int nReturnValue(--mMutexData.mnLockCount); // This is safe to do because we have the lock.
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#if defined(EA_PLATFORM_WINDOWS)
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if(mMutexData.mbIntraProcess)
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LeaveCriticalSection((CRITICAL_SECTION*)mMutexData.mData);
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else
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{
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EAT_ASSERT(*(HANDLE*)mMutexData.mData != 0);
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ReleaseMutex(*(HANDLE*)mMutexData.mData);
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}
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#else
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LeaveCriticalSection((CRITICAL_SECTION*)mMutexData.mData);
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#endif
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return nReturnValue;
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}
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int EA::Thread::Mutex::GetLockCount() const
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{
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return mMutexData.mnLockCount;
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}
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bool EA::Thread::Mutex::HasLock() const
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{
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#if EAT_ASSERT_ENABLED
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return (mMutexData.mnLockCount > 0) && (mMutexData.mSysThreadId == EA::Thread::GetSysThreadId());
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#else
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return (mMutexData.mnLockCount > 0); // This is the best we can do, though it is of limited use, since it doesn't tell you if you are the thread with the lock.
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#endif
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}
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#endif // EA_PLATFORM_XXX
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