Massive Poo storm, had to take shelter. Hacks, fixes, etc etc
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5421 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -47,10 +47,6 @@
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#error unsupported platform (no pthreads?)
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#error unsupported platform (no pthreads?)
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#endif
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#endif
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#ifdef __APPLE__
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#include <libkern/OSAtomic.h>
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#endif
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#endif
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#endif
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// Don't include common.h here as it will break LogManager
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// Don't include common.h here as it will break LogManager
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@ -60,9 +56,9 @@
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// This may not be defined outside _WIN32
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// This may not be defined outside _WIN32
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#ifndef _WIN32
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#ifndef _WIN32
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#ifndef INFINITE
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#ifndef INFINITE
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#define INFINITE 0xffffffff
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#define INFINITE 0xffffffff
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#endif
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#endif
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//for gettimeofday and struct time(val|spec)
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//for gettimeofday and struct time(val|spec)
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#include <sys/time.h>
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#include <sys/time.h>
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@ -72,169 +68,159 @@
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namespace Common
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namespace Common
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{
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{
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class CriticalSection
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class CriticalSection
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{
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{
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#ifdef _WIN32
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#ifdef _WIN32
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CRITICAL_SECTION section;
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CRITICAL_SECTION section;
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#else
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#else
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#ifdef _POSIX_THREADS
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#ifdef _POSIX_THREADS
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#ifdef __APPLE__
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OSSpinLock lock;
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#else
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pthread_mutex_t mutex;
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pthread_mutex_t mutex;
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#endif
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#endif
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#endif
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#endif
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#endif
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public:
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public:
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CriticalSection(int spincount = 1000);
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CriticalSection(int spincount = 1000);
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~CriticalSection();
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~CriticalSection();
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void Enter();
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void Enter();
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bool TryEnter();
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bool TryEnter();
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void Leave();
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void Leave();
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};
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};
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#ifdef _WIN32
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#ifdef _WIN32
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#ifdef USE_BEGINTHREADEX
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#ifdef USE_BEGINTHREADEX
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typedef unsigned (__stdcall *ThreadFunc)(void* arg);
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typedef unsigned (__stdcall *ThreadFunc)(void* arg);
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#else
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#else
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typedef DWORD (WINAPI *ThreadFunc)(void* arg);
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typedef DWORD (WINAPI *ThreadFunc)(void* arg);
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#endif
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#endif
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#else
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#else
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typedef void* (*ThreadFunc)(void* arg);
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typedef void* (*ThreadFunc)(void* arg);
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#endif
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#endif
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class Thread
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class Thread
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{
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{
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public:
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public:
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Thread(ThreadFunc entry, void* arg);
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Thread(ThreadFunc entry, void* arg);
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~Thread();
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~Thread();
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void SetAffinity(int mask);
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void SetAffinity(int mask);
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static void SetCurrentThreadAffinity(int mask);
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static void SetCurrentThreadAffinity(int mask);
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static int CurrentId();
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static int CurrentId();
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bool IsCurrentThread();
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bool IsCurrentThread();
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#ifdef _WIN32
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#ifdef _WIN32
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void SetPriority(int priority);
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void SetPriority(int priority);
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DWORD WaitForDeath(const int iWait = INFINITE);
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DWORD WaitForDeath(const int iWait = INFINITE);
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#else
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#else
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void WaitForDeath();
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void WaitForDeath();
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#endif
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#endif
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private:
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private:
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#ifdef _WIN32
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#ifdef _WIN32
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HANDLE m_hThread;
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HANDLE m_hThread;
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#ifdef USE_BEGINTHREADEX
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#ifdef USE_BEGINTHREADEX
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unsigned m_threadId;
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unsigned m_threadId;
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#else
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#else
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DWORD m_threadId;
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DWORD m_threadId;
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#endif
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#endif
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#else
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#else
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#ifdef _POSIX_THREADS
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#ifdef _POSIX_THREADS
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pthread_t thread_id;
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pthread_t thread_id;
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#endif
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#endif
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#endif
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#endif
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};
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};
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#ifdef _WIN32
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#ifdef _WIN32
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// Event(WaitForSingleObject) is too expensive
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// Event(WaitForSingleObject) is too expensive
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// as it always enters Ring0 regardless of the state of lock
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// as it always enters Ring0 regardless of the state of lock
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// This EventEx will try to stay in Ring3 as much as possible
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// This EventEx will try to stay in Ring3 as much as possible
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// If the lock can be obtained in the first time, Ring0 won't be entered at all
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// If the lock can be obtained in the first time, Ring0 won't be entered at all
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class EventEx
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class EventEx
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{
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{
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public:
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public:
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EventEx();
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EventEx();
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void Init();
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void Init();
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void Shutdown();
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void Shutdown();
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void Set();
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void Set();
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// Infinite wait
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// Infinite wait
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void Spin();
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void Spin();
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// Infinite wait with sleep
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// Infinite wait with sleep
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void Wait();
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void Wait();
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// Wait with message processing and sleep
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// Wait with message processing and sleep
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bool MsgWait();
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bool MsgWait();
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private:
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private:
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volatile long m_Lock;
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volatile long m_Lock;
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};
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};
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#else
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#else
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// TODO: implement for Linux
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// TODO: implement for Linux
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#define EventEx Event
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#define EventEx Event
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#endif
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#endif
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class Event
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class Event
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{
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{
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public:
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public:
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Event();
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Event();
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void Init();
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void Init();
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void Shutdown();
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void Shutdown();
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void Set();
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void Set();
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//returns whether the wait timed out
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//returns whether the wait timed out
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bool Wait(const u32 timeout = INFINITE);
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bool Wait(const u32 timeout = INFINITE);
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#ifdef _WIN32
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#ifdef _WIN32
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void MsgWait();
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void MsgWait();
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#else
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#else
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void MsgWait() {Wait();}
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void MsgWait() {Wait();}
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#endif
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#endif
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private:
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private:
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#ifdef _WIN32
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#ifdef _WIN32
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HANDLE m_hEvent;
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HANDLE m_hEvent;
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/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
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/* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked.
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So then we can just as well continue and hope for the best. I could try several times that
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So then we can just as well continue and hope for the best. I could try several times that
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this works after a five second timeout (with works meaning that the game stopped and I could
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this works after a five second timeout (with works meaning that the game stopped and I could
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start another game without any noticable problems). But several times it failed to, and ended
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start another game without any noticable problems). But several times it failed to, and ended
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with a crash. But it's better than an infinite deadlock. */
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with a crash. But it's better than an infinite deadlock. */
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static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
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static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example
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#else
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#else
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bool is_set_;
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bool is_set_;
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#ifdef _POSIX_THREADS
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#ifdef _POSIX_THREADS
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#ifdef __APPLE__
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pthread_cond_t event_;
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OSSpinLock lock;
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pthread_mutex_t mutex_;
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u32 event_;
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#else
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pthread_cond_t event_;
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pthread_mutex_t mutex_;
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#endif
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#endif
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#endif
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#endif
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};
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#endif
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};
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void InitThreading();
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void SleepCurrentThread(int ms);
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void InitThreading();
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void SleepCurrentThread(int ms);
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// YieldCPU: This function is only effective on HyperThreading CPU
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// Use this function during a spin-wait to make the current thread
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// YieldCPU: This function is only effective on HyperThreading CPU
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// relax while another thread is working. This may be more efficient
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// Use this function during a spin-wait to make the current thread
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// than using events because event functions use kernel calls.
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// relax while another thread is working. This may be more efficient
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inline void YieldCPU()
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// than using events because event functions use kernel calls.
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{
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inline void YieldCPU()
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{
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#ifdef _WIN32
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#ifdef _WIN32
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YieldProcessor();
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YieldProcessor();
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#elif defined(_M_IX86) || defined(_M_X64)
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#elif defined(_M_IX86) || defined(_M_X64)
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_mm_pause();
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_mm_pause();
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#endif
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#endif
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}
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}
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void SetCurrentThreadName(const char *name);
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void SetCurrentThreadName(const char *name);
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} // namespace Common
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} // namespace Common
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#endif // _THREAD_H_
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#endif // _THREAD_H_
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