/* * Copyright (C)2005-2019 Haxe Foundation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ package sys.thread; import haxe.Timer; import cs.Lib; import cs.system.threading.ManualResetEvent; class Lock { final lockObj = {}; final releaseEvent = new ManualResetEvent(false); var waitCount = 1; // initially locked var releaseCount = 0; public function new():Void {} public function wait(?timeout:Float):Bool { var myTicket; // Get a ticket in queue Lib.lock(lockObj, { myTicket = waitCount; waitCount++; if (myTicket <= releaseCount) { return true; } releaseEvent.Reset(); }); if (timeout == null) { do { releaseEvent.WaitOne(); if (myTicket <= releaseCount) { return true; } } while (true); } else { var timeoutStamp = Timer.stamp() + timeout; do { var secondsLeft = timeoutStamp - Timer.stamp(); if (secondsLeft <= 0 || !releaseEvent.WaitOne(Std.int(secondsLeft * 1000))) { // Timeout. Do not occupy a place in queue anymore release(); return false; } if (myTicket <= releaseCount) { return true; } } while (true); } } public function release():Void { Lib.lock(lockObj, { releaseCount++; releaseEvent.Set(); }); } }