Cxbx-Reloaded/Source/Win32/CxbxKrnl/EmuFile.cpp

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