semaphore.cpp 3.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platformX86UNIX/platformX86UNIX.h"
  23. #include "platform/threads/semaphore.h"
  24. // Instead of that mess that was here before, lets use the SDL lib to deal
  25. // with the semaphores.
  26. #include <SDL.h>
  27. #include <SDL_thread.h>
  28. struct PlatformSemaphore
  29. {
  30. SDL_sem *semaphore;
  31. PlatformSemaphore(S32 initialCount)
  32. {
  33. semaphore = SDL_CreateSemaphore(initialCount);
  34. AssertFatal(semaphore, "PlatformSemaphore constructor - Failed to create SDL Semaphore.");
  35. }
  36. ~PlatformSemaphore()
  37. {
  38. SDL_DestroySemaphore(semaphore);
  39. }
  40. };
  41. Semaphore::Semaphore(S32 initialCount)
  42. {
  43. mData = new PlatformSemaphore(initialCount);
  44. }
  45. Semaphore::~Semaphore()
  46. {
  47. AssertFatal(mData, "Semaphore destructor - Invalid semaphore.");
  48. delete mData;
  49. }
  50. bool Semaphore::acquire(bool block, S32 timeoutMS)
  51. {
  52. AssertFatal(mData && mData->semaphore, "Semaphore::acquire - Invalid semaphore.");
  53. if (block)
  54. {
  55. // Semaphore acquiring is different from the MacOS/Win realization because SDL_SemWaitTimeout() with "infinite" timeout can be too heavy on some platforms.
  56. // (see "man SDL_SemWaitTimeout(3)" for more info)
  57. // "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.
  58. // [bank / Feb-2010]
  59. if (timeoutMS == -1)
  60. {
  61. if (SDL_SemWait(mData->semaphore) < 0)
  62. AssertFatal(false, "Semaphore::acquie - Wait failed.");
  63. }
  64. else
  65. {
  66. if (SDL_SemWaitTimeout(mData->semaphore, timeoutMS) < 0)
  67. AssertFatal(false, "Semaphore::acquie - Wait with timeout failed.");
  68. }
  69. return (true);
  70. }
  71. else
  72. {
  73. int res = SDL_SemTryWait(mData->semaphore);
  74. return (res == 0);
  75. }
  76. }
  77. void Semaphore::release()
  78. {
  79. AssertFatal(mData, "Semaphore::releaseSemaphore - Invalid semaphore.");
  80. SDL_SemPost(mData->semaphore);
  81. }