116 lines
2.1 KiB
C++
116 lines
2.1 KiB
C++
//+-------------------------------------------------------------------------
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//
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// Microsoft Windows
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//
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// Copyright (C) Microsoft Corporation, 1999 - 1999
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//
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// File: mmcmt.cpp
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//
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//--------------------------------------------------------------------------
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/*
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mmcmt.cpp
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Implementation of thread synchronization classes
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*/
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#include "stdafx.h"
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/////////////////////////////////////////////////////////////////////////////
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// CSyncObject
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CSyncObject::CSyncObject() :
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m_hObject( NULL )
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{
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}
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CSyncObject::~CSyncObject()
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{
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if( m_hObject != NULL )
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{
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::CloseHandle( m_hObject );
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m_hObject = NULL;
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}
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}
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BOOL CSyncObject::Lock( DWORD dwTimeout )
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{
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// this is a band-aid fix. Whis locking architecture is not working at all.
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// Raid #374770 ( Windows Bugs ntraid9 4/23/2001 )
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// fixes need to be made to:
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// a) remove m_hObject member from this class
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// b) remove CMutex - not used anywhere
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// c) make Lock a pure virtual method and require everyone to override it.
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// d) remove this locking from context menu - it is not needed there
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if( m_hObject && ::WaitForSingleObject( m_hObject, dwTimeout) == WAIT_OBJECT_0 )
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return TRUE;
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else
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return FALSE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CMutex
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CMutex::CMutex( BOOL bInitiallyOwn ) :
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CSyncObject()
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{
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m_hObject = ::CreateMutex( NULL, bInitiallyOwn, NULL );
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ASSERT( m_hObject );
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}
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BOOL CMutex::Unlock()
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{
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return ::ReleaseMutex( m_hObject );
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}
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/////////////////////////////////////////////////////////////////////////////
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// CSingleLock
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CSingleLock::CSingleLock( CSyncObject* pObject, BOOL bInitialLock )
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{
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ASSERT( pObject != NULL );
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m_pObject = pObject;
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m_hObject = *pObject;
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m_bAcquired = FALSE;
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if (bInitialLock)
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Lock();
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}
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BOOL CSingleLock::Lock( DWORD dwTimeOut )
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{
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ASSERT( m_pObject != NULL || m_hObject != NULL );
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ASSERT( !m_bAcquired );
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m_bAcquired = m_pObject->Lock( dwTimeOut );
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return m_bAcquired;
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}
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BOOL CSingleLock::Unlock()
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{
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ASSERT( m_pObject != NULL );
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if (m_bAcquired)
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m_bAcquired = !m_pObject->Unlock();
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// successfully unlocking means it isn't acquired
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return !m_bAcquired;
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}
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