mirror of
https://github.com/nillerusr/source-engine.git
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369 lines
8.3 KiB
C++
369 lines
8.3 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "sentence.h"
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#include "wavefile.h"
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#include "tier2/riff.h"
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#include "filesystem.h"
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#include <io.h>
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#include <fcntl.h>
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#include <sys/types.h>
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#include "IFileLoader.h"
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bool SceneManager_LoadSentenceFromWavFileUsingIO( char const *wavfile, CSentence& sentence, IFileReadBinary& io );
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//-----------------------------------------------------------------------------
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// Purpose: Implements the RIFF i/o interface on stdio
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//-----------------------------------------------------------------------------
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class ThreadIOReadBinary : public IFileReadBinary
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{
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public:
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int open( const char *pFileName )
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{
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char filename[ 512 ];
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Q_snprintf( filename, sizeof( filename ), "%s%s", SceneManager_GetGameDirectory(), pFileName );
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return (int)_open( filename, _O_BINARY | _O_RDONLY );
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}
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int read( void *pOutput, int size, int file )
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{
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if ( file == -1 )
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return 0;
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return _read( file, pOutput, size );
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}
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void seek( int file, int pos )
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{
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if ( file == -1 )
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return;
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_lseek( file, pos, SEEK_SET );
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}
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unsigned int tell( int file )
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{
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if ( file == -1 )
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return 0;
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return _tell( file );
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}
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unsigned int size( int file )
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{
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if ( file == -1 )
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return 0;
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long curpos = tell( file );
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_lseek( file, 0, SEEK_END );
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int s = tell( file );
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_lseek( file, curpos, SEEK_SET );
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return s;
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}
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void close( int file )
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{
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if ( file == -1 )
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return;
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_close( file );
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: All wavefile I/O occurs on a thread
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//-----------------------------------------------------------------------------
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class CFileLoaderThread : public IFileLoader
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{
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public:
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struct SentenceRequest
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{
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SentenceRequest()
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{
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filename[ 0 ] = 0;
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sentence.Reset();
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wavefile = NULL;
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valid = false;
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}
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bool valid;
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char filename[ 256 ];
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CSentence sentence;
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CWaveFile *wavefile;
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};
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// Construction
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CFileLoaderThread( void );
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virtual ~CFileLoaderThread( void );
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// Sockets add/remove themselves via their constructor
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virtual void AddWaveFilesToThread( CUtlVector< CWaveFile * >& wavefiles );
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// Lock changes to wavefile list, etc.
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virtual void Lock( void );
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// Unlock wavefile list, etc.
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virtual void Unlock( void );
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// Retrieve handle to shutdown event
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virtual HANDLE GetShutdownHandle( void );
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// Caller should call lock before accessing any of these methods and unlock afterwards!!!
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virtual int ProcessCompleted();
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int DoThreadWork();
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virtual void Start();
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private:
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// Critical section used for synchronizing access to wavefile list
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CRITICAL_SECTION cs;
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// List of wavefiles we are listening on
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CUtlVector< SentenceRequest * > m_FileList;
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CUtlVector< SentenceRequest * > m_Pending;
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CUtlVector< SentenceRequest * > m_Completed;
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// Thread handle
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HANDLE m_hThread;
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// Thread id
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DWORD m_nThreadId;
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// Event to set when we want to tell the thread to shut itself down
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HANDLE m_hShutdown;
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ThreadIOReadBinary m_ThreadIO;
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bool m_bLocked;
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int m_nTotalAdds;
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int m_nTotalPending;
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int m_nTotalProcessed;
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int m_nTotalCompleted;
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};
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// Singleton handler
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static CFileLoaderThread g_WaveLoader;
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extern IFileLoader *fileloader = &g_WaveLoader;
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int CFileLoaderThread::DoThreadWork()
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{
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int i;
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// Check for shutdown event
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if ( WAIT_OBJECT_0 == WaitForSingleObject( GetShutdownHandle(), 0 ) )
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{
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return 0;
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}
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// No changes to list right now
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Lock();
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// Move new items to work list
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int newItems = m_FileList.Count();
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for ( i = 0; i < newItems; i++ )
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{
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// Move to pending and issue async i/o calls
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m_Pending.AddToTail( m_FileList[ i ] );
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m_nTotalPending++;
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}
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m_FileList.RemoveAll();
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// Done adding new work items
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Unlock();
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int remaining = m_Pending.Count();
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if ( !remaining )
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return 1;
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int workitems = remaining; // min( remaining, 1000 );
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CUtlVector< SentenceRequest * > transfer;
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for ( i = 0; i < workitems; i++ )
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{
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SentenceRequest *r = m_Pending[ 0 ];
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m_Pending.Remove( 0 );
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transfer.AddToTail( r );
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// Do the work
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m_nTotalProcessed++;
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r->valid = SceneManager_LoadSentenceFromWavFileUsingIO( r->filename, r->sentence, m_ThreadIO );
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}
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// Now move to completed list
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Lock();
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for ( i = 0; i < workitems; i++ )
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{
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SentenceRequest *r = transfer[ i ];
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if ( r->valid )
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{
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m_nTotalCompleted++;
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m_Completed.AddToTail( r );
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}
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else
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{
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delete r;
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}
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}
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Unlock();
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return 1;
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}
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int CFileLoaderThread::ProcessCompleted()
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{
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Lock();
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int c = m_Completed.Count();
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for ( int i = c - 1; i >= 0 ; i-- )
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{
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SentenceRequest *r = m_Completed[ i ];
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r->wavefile->SetThreadLoadedSentence( r->sentence );
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delete r;
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}
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m_Completed.RemoveAll();
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Unlock();
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return c;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Main winsock processing thread
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// Input : threadobject -
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// Output : static DWORD WINAPI
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//-----------------------------------------------------------------------------
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static DWORD WINAPI FileLoaderThreadFunc( LPVOID threadobject )
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{
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// Get pointer to CFileLoaderThread object
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CFileLoaderThread *wavefilethread = ( CFileLoaderThread * )threadobject;
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Assert( wavefilethread );
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if ( !wavefilethread )
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{
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return 0;
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}
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// Keep looking for data until shutdown event is triggered
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while ( 1 )
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{
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if( !wavefilethread->DoThreadWork() )
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break;
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// Yield a small bit of time to main app
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Sleep( 100 );
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}
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ExitThread( 0 );
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Construction
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//-----------------------------------------------------------------------------
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CFileLoaderThread::CFileLoaderThread( void )
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{
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m_nTotalAdds = 0;
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m_nTotalProcessed = 0;
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m_nTotalCompleted = 0;
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m_nTotalPending = 0;
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m_bLocked = false;
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InitializeCriticalSection( &cs );
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m_hShutdown = CreateEvent( NULL, TRUE, FALSE, NULL );
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Assert( m_hShutdown );
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m_hThread = NULL;
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Start();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFileLoaderThread::Start()
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{
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m_hThread = CreateThread( NULL, 0, FileLoaderThreadFunc, (void *)this, 0, &m_nThreadId );
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Assert( m_hThread );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFileLoaderThread::~CFileLoaderThread( void )
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{
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Lock();
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{
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SetEvent( m_hShutdown );
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Sleep( 2 );
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TerminateThread( m_hThread, 0 );
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}
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Unlock();
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// Kill the wavefile
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//!! need to validate this line
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// Assert( !m_FileList );
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CloseHandle( m_hThread );
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CloseHandle( m_hShutdown );
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DeleteCriticalSection( &cs );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns handle of shutdown event
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// Output : HANDLE
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//-----------------------------------------------------------------------------
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HANDLE CFileLoaderThread::GetShutdownHandle( void )
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{
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return m_hShutdown;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Locks object and adds wavefile to thread
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// Input : *wavefile -
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//-----------------------------------------------------------------------------
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void CFileLoaderThread::AddWaveFilesToThread( CUtlVector< CWaveFile * >& wavefiles )
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{
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Lock();
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int c = wavefiles.Count();
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for ( int i = 0; i < c; i++ )
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{
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SentenceRequest *request = new SentenceRequest;
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request->wavefile = wavefiles[ i ];
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Q_strncpy( request->filename, request->wavefile->GetFileName(), sizeof( request->filename ) );
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m_FileList.AddToTail( request );
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m_nTotalAdds++;
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}
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Unlock();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFileLoaderThread::Lock( void )
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{
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EnterCriticalSection( &cs );
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Assert( !m_bLocked );
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m_bLocked = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFileLoaderThread::Unlock( void )
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{
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Assert( m_bLocked );
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m_bLocked = false;
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LeaveCriticalSection( &cs );
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}
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