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369 lines
11 KiB
369 lines
11 KiB
4 years ago
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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/pnAsyncCoreExe/pnAceTimer.cpp
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*
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***/
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#include "Pch.h"
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#pragma hdrstop
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/****************************************************************************
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*
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* Private
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*
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***/
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// timer callbacks
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struct AsyncTimer {
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PRIORITY_TIME(AsyncTimer) priority;
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FAsyncTimerProc timerProc;
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FAsyncTimerProc destroyProc;
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void * param;
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LINK(AsyncTimer) deleteLink;
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};
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static CCritSect s_timerCrit;
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static FAsyncTimerProc s_timerCurr;
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static HANDLE s_timerThread;
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static HANDLE s_timerEvent;
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static bool s_running;
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static PRIQDECL(
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AsyncTimer,
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PRIORITY_TIME(AsyncTimer),
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priority
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) s_timerProcs;
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static LISTDECL(
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AsyncTimer,
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deleteLink
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) s_timerDelete;
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/****************************************************************************
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*
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* Timer implementation
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*
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***/
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//===========================================================================
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static void UpdateTimer (
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AsyncTimer * timer,
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unsigned timeMs,
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unsigned flags
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) {
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// If the timer isn't already linked then it doesn't
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// matter whether kAsyncTimerUpdateSetPriorityHigher is
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// set; just add the timer to the queue
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if (!timer->priority.IsLinked()) {
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timer->priority.Set(timeMs);
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s_timerProcs.Enqueue(timer);
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}
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else if (((flags & kAsyncTimerUpdateSetPriorityHigher) == 0)
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|| !timer->priority.IsPriorityHigher(timeMs)
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) {
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timer->priority.Set(timeMs);
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}
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}
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//===========================================================================
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static unsigned CallTimerProc (AsyncTimer * t, FAsyncTimerProc timerProc) {
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// Cache parameters to make timer callback outside critical section
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s_timerCurr = timerProc;
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// Leave critical section to make timer callback
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s_timerCrit.Leave();
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unsigned sleepMs = s_timerCurr(t->param);
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s_timerCurr = nil;
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s_timerCrit.Enter();
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return sleepMs;
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}
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//===========================================================================
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// inline because it is called only once
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static inline unsigned RunTimers () {
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unsigned currTimeMs = TimeGetMs();
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for (;;) {
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// Delete old timers
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while (AsyncTimer * t = s_timerDelete.Head()) {
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if (t->destroyProc)
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CallTimerProc(t, t->destroyProc);
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DEL(t);
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}
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// Get first timer to run
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AsyncTimer * t = s_timerProcs.Root();
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if (!t)
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return INFINITE;
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// If it isn't time to run this timer then exit
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unsigned sleepMs;
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if (0 < (signed) (sleepMs = (unsigned) t->priority.Get() - currTimeMs))
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return sleepMs;
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// Remove from timer queue and call timer
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s_timerProcs.Dequeue();
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sleepMs = CallTimerProc(t, t->timerProc);
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// Note if return is kAsyncTimeInfinite, we do not remove the timer
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// from the queue. Some users depend on the fact that they can
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// call AsyncTimerUpdate and not get overridden by a return from the
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// handler at the same time.
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// Requeue timer
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currTimeMs = TimeGetMs();
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if (sleepMs != kAsyncTimeInfinite)
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UpdateTimer(t, sleepMs + currTimeMs, kAsyncTimerUpdateSetPriorityHigher);
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}
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}
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//===========================================================================
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static unsigned THREADCALL TimerThreadProc (AsyncThread *) {
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do {
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s_timerCrit.Enter();
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const unsigned sleepMs = RunTimers();
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s_timerCrit.Leave();
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WaitForSingleObject(s_timerEvent, sleepMs);
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} while (s_running);
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return 0;
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}
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//===========================================================================
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// inline because it is called only once
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static inline void InitializeTimer () {
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if (!s_timerThread) {
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s_running = true;
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s_timerEvent = CreateEvent(
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(LPSECURITY_ATTRIBUTES) nil,
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false, // auto-reset event
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false, // initial state = off
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(LPCTSTR) nil
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);
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if (!s_timerEvent)
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ErrorFatal(__LINE__, __FILE__, "CreateEvent %u", GetLastError());
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s_timerThread = (HANDLE) AsyncThreadCreate(
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TimerThreadProc,
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nil,
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L"AsyncTimerThread"
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);
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}
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}
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/****************************************************************************
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*
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* Module functions
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*
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***/
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//===========================================================================
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void TimerDestroy (unsigned exitThreadWaitMs) {
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s_running = false;
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if (s_timerThread) {
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SetEvent(s_timerEvent);
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WaitForSingleObject(s_timerThread, exitThreadWaitMs);
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CloseHandle(s_timerThread);
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s_timerThread = nil;
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}
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if (s_timerEvent) {
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CloseHandle(s_timerEvent);
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s_timerEvent = nil;
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}
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// Cleanup any timers that have been stopped but not deleted
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s_timerCrit.Enter();
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while (AsyncTimer * t = s_timerDelete.Head()) {
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if (t->destroyProc)
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CallTimerProc(t, t->destroyProc);
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DEL(t);
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}
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s_timerCrit.Leave();
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if (AsyncTimer * timer = s_timerProcs.Root())
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ErrorFatal(__LINE__, __FILE__, "TimerProc not destroyed: %p", timer->timerProc);
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}
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/****************************************************************************
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*
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* Exported functions
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*
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***/
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//===========================================================================
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// 1. Timer procs do not get starved by I/O, they are called periodically.
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// 2. Timer procs will never be called by multiple threads simultaneously.
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void AsyncTimerCreate (
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AsyncTimer ** timer,
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FAsyncTimerProc timerProc,
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unsigned callbackMs,
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void * param
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) {
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ASSERT(timer);
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ASSERT(timerProc);
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// Allocate timer outside critical section
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AsyncTimer * t = NEW(AsyncTimer);
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t->timerProc = timerProc;
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t->destroyProc = nil;
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t->param = param;
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t->priority.Set(TimeGetMs() + callbackMs);
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// Set result pointer before queueing timer
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// so that the value is set before a callback
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*timer = t;
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bool setEvent;
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s_timerCrit.Enter();
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{
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InitializeTimer();
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// Does this timer need to be queued?
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if (callbackMs != kAsyncTimeInfinite)
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s_timerProcs.Enqueue(t);
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// Does the timer thread need to be awakened?
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setEvent = t == s_timerProcs.Root();
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}
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s_timerCrit.Leave();
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if (setEvent)
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SetEvent(s_timerEvent);
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}
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//===========================================================================
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// Timer procs can be in the process of getting called in
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// another thread during the unregister function -- be careful!
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// -- waitComplete = will wait until the timer has been unregistered and is
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// no longer in the process of being called before returning. The flag may only
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// be set by init/destruct threads, not I/O worker threads. In addition, extreme
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// care should be used to avoid a deadlock when this flag is set; in general, it
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// is a good idea not to hold any locks or critical sections when setting the flag.
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void AsyncTimerDelete (
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AsyncTimer * timer,
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unsigned flags
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) {
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// If the timer has already been destroyed then exit
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ASSERT(timer);
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// Wait for timer before exiting function?
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FAsyncTimerProc timerProc;
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if (flags & kAsyncTimerDestroyWaitComplete)
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timerProc = timer->timerProc;
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else
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timerProc = nil;
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AsyncTimerDeleteCallback(timer, nil);
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// Wait until the timer procedure completes
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if (timerProc) {
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// ensure that I/O worker threads don't call this function with waitComplete=true
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// to prevent a possible deadlock of a timer callback waiting for itself to complete
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ThreadAssertCanBlock(__FILE__, __LINE__);
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while (s_timerCurr == timerProc)
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Sleep(1);
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}
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}
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//===========================================================================
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void AsyncTimerDeleteCallback (
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AsyncTimer * timer,
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FAsyncTimerProc destroyProc
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) {
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// If the timer has already been destroyed then exit
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ASSERT(timer);
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ASSERT(!timer->deleteLink.IsLinked());
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// Link the timer to the deletion list
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s_timerCrit.Enter();
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{
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timer->destroyProc = destroyProc;
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s_timerDelete.Link(timer);
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}
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s_timerCrit.Leave();
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// Force the timer thread to wake up and perform the deletion
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if (destroyProc)
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SetEvent(s_timerEvent);
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}
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//===========================================================================
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// To set the time value for a timer, use this function with flags = 0.
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// To set the time to MoreRecentOf(nextTimerCallbackMs, callbackMs), use SETPRIORITYHIGHER
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void AsyncTimerUpdate (
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AsyncTimer * timer,
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unsigned callbackMs,
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unsigned flags
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) {
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ASSERT(timer);
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bool setEvent;
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s_timerCrit.Enter();
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{
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if (callbackMs != kAsyncTimeInfinite) {
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UpdateTimer(timer, callbackMs + TimeGetMs(), flags);
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setEvent = timer == s_timerProcs.Root();
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}
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else {
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if ((flags & kAsyncTimerUpdateSetPriorityHigher) == 0)
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timer->priority.Unlink();
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setEvent = false;
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}
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}
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s_timerCrit.Leave();
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if (setEvent)
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SetEvent(s_timerEvent);
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}
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