// ****************************************************************** // * // * .,-::::: .,:: .::::::::. .,:: .: // * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;; // * [[[ '[[,,[[' [[[__[[\. '[[,,[[' // * $$$ Y$$$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 // * // * All rights reserved // * // ****************************************************************** #define _CXBXKRNL_INTERNAL #define _XBOXKRNL_LOCAL_ #include "EmuFile.h" // 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; }