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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtSync.h
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*
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***/
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#ifndef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNUTILS_PRIVATE_PNUTSYNC_H
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNUTILS_PRIVATE_PNUTSYNC_H
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#include "Pch.h"
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/****************************************************************************
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*
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* Atomic operations
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*
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***/
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// *value += increment; return original value of *value; thread safe
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long AtomicAdd (long * value, long increment);
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// *value = value; return original value of *value; thread safe
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long AtomicSet (long * value, long set);
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#define ATOMIC_ONCE(code) { \
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static long s_count = 1; \
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if (AtomicSet(&s_count, 0)) \
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code; \
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} //
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/****************************************************************************
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*
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* CLock
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* (reader/writer lock)
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*
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***/
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class CLockWaitSet;
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class CLock {
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private:
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CLockWaitSet * m_waitSet;
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long m_spinLock;
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unsigned m_readerCount;
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unsigned m_writerCount;
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public:
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CLock ();
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~CLock ();
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void EnterRead ();
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void EnterWrite ();
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void LeaveRead ();
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void LeaveWrite ();
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};
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/*****************************************************************************
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*
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* CEvent
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*
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***/
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#ifdef HS_BUILD_FOR_WIN32
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typedef HANDLE EventHandle;
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//#else
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//# error "CEvent: Not implemented on this platform"
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//#endif
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const unsigned kEventWaitForever = (unsigned)-1;
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enum ECEventResetBehavior {
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kEventManualReset,
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kEventAutoReset,
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};
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class CEvent {
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EventHandle m_handle;
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public:
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CEvent (
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ECEventResetBehavior resetType,
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bool initialSet = false
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);
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~CEvent ();
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void Signal ();
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void Reset ();
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bool Wait (unsigned waitMs);
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const EventHandle & Handle () const { return m_handle; }
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};
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#endif // HS_BUILD_FOR_WIN32
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#endif
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