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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
123 lines
2.3 KiB
C++
123 lines
2.3 KiB
C++
/**
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@file GMutex.h
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@created 2005-09-22
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@edited 2009-03-25
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*/
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#ifndef G3D_GMutex_h
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#define G3D_GMutex_h
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#include "G3D/platform.h"
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#include "G3D/AtomicInt32.h"
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#include "G3D/debugAssert.h"
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#include <string>
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#ifndef G3D_WIN32
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# include <pthread.h>
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# include <signal.h>
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#endif
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namespace G3D {
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/**
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\brief A mutual exclusion lock that busy-waits when locking.
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On a machine with one (significant) thread per processor core,
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a spinlock may be substantially faster than a mutex.
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\sa G3D::GThread, G3D::GMutex, G3D::AtomicInt32
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*/
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class Spinlock {
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private:
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AtomicInt32 x;
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public:
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inline Spinlock() : x(0) {}
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/** Busy waits until the lock is unlocked, then locks it
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exclusively. Returns true if the lock succeeded on the first
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try (indicating no contention). */
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inline bool lock() {
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bool first = true;
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while (x.compareAndSet(0, 1) == 1) {
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first = false;
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# ifdef G3D_WIN32
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Sleep(0);
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# else
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usleep(0);
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# endif
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}
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return first;
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}
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inline void unlock() {
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x.compareAndSet(1, 0);
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}
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};
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/**
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\brief Mutual exclusion lock used for synchronization.
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@sa G3D::GThread, G3D::AtomicInt32, G3D::Spinlock
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*/
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class GMutex {
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private:
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# ifdef G3D_WIN32
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CRITICAL_SECTION m_handle;
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# else
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pthread_mutex_t m_handle;
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pthread_mutexattr_t m_attr;
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# endif
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// Not implemented on purpose, don't use
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GMutex(const GMutex &mlock);
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GMutex &operator=(const GMutex &);
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bool operator==(const GMutex&);
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public:
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GMutex();
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~GMutex();
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/** Locks the mutex or blocks until available. */
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void lock();
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/** Locks the mutex if it not already locked.
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Returns true if lock successful, false otherwise. */
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bool tryLock();
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/** Unlocks the mutex. */
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void unlock();
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};
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/**
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Automatically locks while in scope.
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*/
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class GMutexLock {
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private:
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GMutex* m;
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// Not implemented on purpose, don't use
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GMutexLock(const GMutexLock &mlock);
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GMutexLock &operator=(const GMutexLock &);
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bool operator==(const GMutexLock&);
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public:
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GMutexLock(GMutex* mutex) {
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m = mutex;
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m->lock();
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}
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~GMutexLock() {
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m->unlock();
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}
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};
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} // G3D
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#endif
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