122 lines
2.9 KiB
C++
122 lines
2.9 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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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/internal/config.h>
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#include <eathread/eathread_condition.h>
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#include <kernel.h>
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#include <time.h>
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#include <errno.h>
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#include <string.h>
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EAConditionData::EAConditionData()
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{
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memset(&mCV, 0, sizeof(mCV));
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}
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EA::Thread::ConditionParameters::ConditionParameters(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::Condition::Condition(const ConditionParameters* pConditionParameters, bool bDefaultParameters)
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{
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if(!pConditionParameters && bDefaultParameters)
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{
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ConditionParameters parameters;
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Init(¶meters);
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}
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else
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Init(pConditionParameters);
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}
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EA::Thread::Condition::~Condition()
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{
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scePthreadCondDestroy(&mConditionData.mCV);
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}
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bool EA::Thread::Condition::Init(const ConditionParameters* pConditionParameters)
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{
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if(pConditionParameters)
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{
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ScePthreadCondattr cattr;
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scePthreadCondattrInit(&cattr);
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const int result = scePthreadCondInit(&mConditionData.mCV, &cattr, pConditionParameters->mName);
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EAT_ASSERT(result == 0);
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scePthreadCondattrDestroy(&cattr);
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return (result == 0);
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}
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return false;
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}
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EA::Thread::Condition::Result EA::Thread::Condition::Wait(Mutex* pMutex, const ThreadTime& timeoutAbsolute)
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{
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int result;
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ScePthreadMutex* pMutex_t;
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EAMutexData* pMutexData;
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EAT_ASSERT(pMutex);
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// We have a small problem here in that if we are using the pMutex argument,
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// the pthread_cond_wait call will unlock the mutex via the internal mutex data and
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// not without calling the Mutex::Lock function. The result is that the Mutex doesn't
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// have its lock count value reduced by one and so other threads will see the lock
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// count as being 1 when in fact it should be zero. So we account for that here
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// by manually maintaining the lock count, which we can do because we have the lock.
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EAT_ASSERT(pMutex->GetLockCount() == 1);
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pMutexData = (EAMutexData*)pMutex->GetPlatformData();
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pMutexData->SimulateLock(false);
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pMutex_t = &pMutexData->mMutex;
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if(timeoutAbsolute == kTimeoutNone)
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result = scePthreadCondWait(&mConditionData.mCV, pMutex_t);
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else
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result = scePthreadCondTimedwait(&mConditionData.mCV, pMutex_t, RelativeTimeoutFromAbsoluteTimeout(timeoutAbsolute));
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pMutexData->SimulateLock(true);
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EAT_ASSERT(!pMutex || (pMutex->GetLockCount() == 1));
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if(result != 0)
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{
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if(result == SCE_KERNEL_ERROR_ETIMEDOUT)
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return kResultTimeout;
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EAT_ASSERT(false);
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return kResultError;
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}
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return kResultOK;
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}
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bool EA::Thread::Condition::Signal(bool bBroadcast)
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{
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if(bBroadcast)
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return (scePthreadCondBroadcast(&mConditionData.mCV) == 0);
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return (scePthreadCondSignal(&mConditionData.mCV) == 0);
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}
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