2003-04-10 07:01:24 +00:00
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// ******************************************************************
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// *
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// * .,-::::: .,:: .::::::::. .,:: .:
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// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
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// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
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// * $$$ Y$$$P $$""""Y$$ Y$$$P
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// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
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// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
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// *
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// * Cxbx->Win32->CxbxKrnl->EmuFile.cpp
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// *
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// * This file is part of the Cxbx project.
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// *
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// * Cxbx and Cxbe are free software; you can redistribute them
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// * and/or modify them under the terms of the GNU General Public
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// * License as published by the Free Software Foundation; either
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// * version 2 of the license, or (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have recieved a copy of the GNU General Public License
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// * along with this program; see the file COPYING.
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// * If not, write to the Free Software Foundation, Inc.,
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// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
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// *
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// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
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// *
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// * All rights reserved
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// *
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// ******************************************************************
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#define _CXBXKRNL_INTERNAL
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#define _XBOXKRNL_LOCAL_
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#include "EmuFile.h"
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2003-04-12 11:21:35 +00:00
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// Array of EmuHandles in the system
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EmuHandle EmuHandle::Handles[EMU_MAX_HANDLES];
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// Pointer to first free handle in array, or NULL if none
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volatile EmuHandle *EmuHandle::FirstFree;
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// Pointer to last free handle in array, or NULL if none
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volatile EmuHandle *EmuHandle::LastFree;
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// Lock on the handle system
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CRITICAL_SECTION EmuHandle::HandleLock;
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// ******************************************************************
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// * Initialize the handle database
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// ******************************************************************
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bool EmuHandle::Initialize()
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{
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size_t x;
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// Initialize the critical section
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InitializeCriticalSection(&HandleLock);
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// Mark all handles as free. We also set up the linked list of
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// free handles here.
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for (x = 0; x < EMU_MAX_HANDLES; x++)
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{
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Handles[x].m_Type = EMUHANDLE_TYPE_EMPTY;
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Handles[x].m_NextFree = &Handles[x + 1];
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}
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// The last entry should have a NULL next entry
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Handles[EMU_MAX_HANDLES - 1].m_NextFree = NULL;
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// Set up the head and tail pointers
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FirstFree = &Handles[0];
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LastFree = &Handles[EMU_MAX_HANDLES];
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return true;
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}
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// ******************************************************************
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// * func: EmuHandle::Lock
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// * Locks the handle database
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// ******************************************************************
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inline void EmuHandle::Lock(void)
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{
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EnterCriticalSection(&HandleLock);
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}
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// ******************************************************************
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// * func: EmuHandle::Unlock
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// * Unlocks the handle database
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// ******************************************************************
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inline void EmuHandle::Unlock(void)
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{
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LeaveCriticalSection(&HandleLock);
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}
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// ******************************************************************
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// * func: EmuHandle::Allocate
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// * Allocates a new handle
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// ******************************************************************
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EmuHandle volatile *EmuHandle::Allocate(void)
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{
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volatile EmuHandle *Handle;
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// Lock the database
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Lock();
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// Get the first free entry
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Handle = FirstFree;
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// Remove it from the list
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FirstFree = Handle->m_NextFree;
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// If it was the last handle, clear LastFree
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if (!Handle->m_NextFree)
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LastFree = NULL;
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// Initialize the handle's fields
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Handle->m_Type = EMUHANDLE_TYPE_ALLOCATED;
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Handle->m_Object = NULL;
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// Unlock the database
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Unlock();
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return Handle;
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}
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