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/*
FALCON - The Falcon Programming Language.
FILE: baton_win.cpp
Baton synchronization structure.
-------------------------------------------------------------------
Author: Giancarlo Niccolai
Begin: Sat, 14 Mar 2009 00:03:28 +0100
-------------------------------------------------------------------
(C) Copyright 2004: the FALCON developers (see list in AUTHORS file)
See LICENSE file for licensing details.
*/
#include <falcon/memory.h>
#include <falcon/baton.h>
#include <falcon/fassert.h>
#include <falcon/mt_win.h>
namespace Falcon {
typedef struct tag_WIN_BATON_DATA
{
HANDLE hEvtIdle;
HANDLE hEvtUnblocked;
DWORD nBlockerId;
CRITICAL_SECTION cs;
} WIN_BATON_DATA;
Baton::Baton( bool bBusy )
{
m_data = (WIN_BATON_DATA *) memAlloc( sizeof( WIN_BATON_DATA ) );
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
p.nBlockerId = 0;
// bBusy is reverse with respect to hEvtIdle
p.hEvtIdle = CreateEvent( NULL, FALSE, bBusy ? FALSE : TRUE , NULL );
// Unblocker is manual reset (let's everyone go in).
p.hEvtUnblocked = CreateEvent( NULL, TRUE, TRUE, NULL );
InitializeCriticalSection( &p.cs );
}
Baton::~Baton()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
CloseHandle( p.hEvtIdle );
CloseHandle( p.hEvtUnblocked );
DeleteCriticalSection( &p.cs );
memFree( m_data );
}
void Baton::acquire()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
EnterCriticalSection( &p.cs );
if( p.nBlockerId != GetCurrentThreadId() )
{
if ( p.nBlockerId != 0 )
{
LeaveCriticalSection( &p.cs );
// we're sure we hit the block
onBlockedAcquire();
// we must wait both for block to be free and idle to be set.
HANDLE won[] = { p.hEvtIdle, p.hEvtUnblocked };
DWORD nRes;
nRes = WaitForMultipleObjects( 2, won, TRUE, INFINITE );
fassert( nRes == WAIT_OBJECT_0 );
}
else
{
// Currently not blocked
LeaveCriticalSection( &p.cs );
// we must ignore blocking requests incoming now, or we won't be able to signal that we're blocked.
// In case we receive, the blocker will have to wait for next acquire. Let's say that now,
// it's already too late to block us.
DWORD nRes = WaitForSingleObject( p.hEvtIdle, INFINITE );
fassert( nRes == WAIT_OBJECT_0 );
}
// we have acquired the IDLE event, which is auto reset, so we can proceed.
return;
}
// we are the blocker; must wait only on the idle event.
LeaveCriticalSection( &p.cs );
DWORD nRes;
nRes = WaitForSingleObject( p.hEvtIdle, INFINITE );
fassert( nRes == WAIT_OBJECT_0 );
EnterCriticalSection( &p.cs );
p.nBlockerId = 0;
LeaveCriticalSection( &p.cs );
// no more blocked.
SetEvent( p.hEvtUnblocked );
}
bool Baton::busy()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
// we must hold the mutex to avoid block to think that the baton is
// busy, while we're actually keeping it busy here for a short time.
EnterCriticalSection( &p.cs );
bool bRet = ! (WaitForSingleObject( p.hEvtIdle, 0 ) == WAIT_OBJECT_0);
// if it's not busy, we have changed the idle setting; reset it.
if( ! bRet )
{
SetEvent(p.hEvtIdle);
}
LeaveCriticalSection( &p.cs );
return bRet;
}
bool Baton::tryAcquire()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
EnterCriticalSection( &p.cs );
if( p.nBlockerId != GetCurrentThreadId() )
{
LeaveCriticalSection( &p.cs );
// we must wait both for block to be free and idle to be set.
HANDLE won[] = { p.hEvtIdle, p.hEvtUnblocked };
DWORD nRes;
nRes = WaitForMultipleObjects( 2, won, TRUE, 0 );
return (nRes == WAIT_OBJECT_0);
}
// we are the blocker; must wait only on the idle event.
LeaveCriticalSection( &p.cs );
DWORD nRes;
nRes = WaitForSingleObject( p.hEvtIdle, 0 );
if ( nRes == WAIT_OBJECT_0 )
{
EnterCriticalSection( &p.cs );
p.nBlockerId = 0;
LeaveCriticalSection( &p.cs );
// no more blocked.
SetEvent( p.hEvtUnblocked );
return true;
}
return false;
}
void Baton::release()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
// Use sync section to be sure I am not idling the baton while someone
// is trying to block it.
EnterCriticalSection( &p.cs );
SetEvent( p.hEvtIdle );
LeaveCriticalSection( &p.cs );
}
void Baton::checkBlock()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
EnterCriticalSection( &p.cs );
if( p.nBlockerId == GetCurrentThreadId() )
{
LeaveCriticalSection( &p.cs );
// I am the blocker; there's nothing we should do now.
return;
}
else {
if( p.nBlockerId != 0 )
{
// Idle in a sync section to avoid idling after blockers block.
SetEvent( p.hEvtIdle );
LeaveCriticalSection( &p.cs );
onBlockedAcquire();
// wait for the unblocked event to be on; We just set idle, but we won't steal it
// as we know for sure that EvtUnblocked is on. If it's not on (i.e. because the
// blocker has forfaited in the meanwhile) we may re-acquire evtIdle, but that's ok.
HANDLE won[] = { p.hEvtIdle, p.hEvtUnblocked };
DWORD nRes;
nRes = WaitForMultipleObjects( 2, won, TRUE, INFINITE );
fassert(nRes == WAIT_OBJECT_0);
}
else {
LeaveCriticalSection( &p.cs );
}
}
}
bool Baton::block()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
// first, issue a block try
EnterCriticalSection( &p.cs );
// already blocked? -- we can't do anything.
if( p.nBlockerId != GetCurrentThreadId() && p.nBlockerId != 0 )
{
LeaveCriticalSection( &p.cs );
return false;
}
// Noone can release the baton while we lock the mutex.
// This gives us the chance to see if the baton is idle.
if ( WaitForSingleObject( p.hEvtIdle, 0 ) == WAIT_OBJECT_0 )
{
// Yes, the baton was idle (we jave just acquired it).
// This means that noone can reply our block, so we can't perform that.
// re-idle the baton and go away.
SetEvent( p.hEvtIdle );
LeaveCriticalSection( &p.cs );
return false;
}
// Ok, we can block.
p.nBlockerId = GetCurrentThreadId();
ResetEvent( p.hEvtUnblocked );
LeaveCriticalSection( &p.cs );
return true;
}
bool Baton::unblock()
{
WIN_BATON_DATA &p = *(WIN_BATON_DATA *)m_data;
EnterCriticalSection( &p.cs );
if( p.nBlockerId != GetCurrentThreadId() )
{
LeaveCriticalSection( &p.cs );
return false;
}
else {
p.nBlockerId = 0;
SetEvent( p.hEvtUnblocked );
LeaveCriticalSection( &p.cs );
}
return true;
}
void Baton::onBlockedAcquire()
{
}
}
/* end of baton_win.cpp */
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