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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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#ifndef THREADHELPERS_H
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#define THREADHELPERS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utllinkedlist.h"
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#define SIZEOF_CS 24 // sizeof( CRITICAL_SECTION )
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class CCriticalSection
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{
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public:
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CCriticalSection();
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~CCriticalSection();
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protected:
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friend class CCriticalSectionLock;
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void Lock();
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void Unlock();
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public:
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char m_CS[SIZEOF_CS];
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// Used to protect against deadlock in debug mode.
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//#if defined( _DEBUG )
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CUtlLinkedList<unsigned long,int> m_Locks;
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char m_DeadlockProtect[SIZEOF_CS];
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//#endif
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};
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// Use this to lock a critical section.
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class CCriticalSectionLock
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{
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public:
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CCriticalSectionLock( CCriticalSection *pCS );
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~CCriticalSectionLock();
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void Lock();
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void Unlock();
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private:
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CCriticalSection *m_pCS;
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bool m_bLocked;
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};
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template< class T >
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class CCriticalSectionData : private CCriticalSection
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{
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public:
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// You only have access to the data between Lock() and Unlock().
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T* Lock()
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{
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CCriticalSection::Lock();
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return &m_Data;
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}
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void Unlock()
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{
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CCriticalSection::Unlock();
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}
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private:
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T m_Data;
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};
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// ------------------------------------------------------------------------------------------------ //
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// CEvent.
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// ------------------------------------------------------------------------------------------------ //
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class CEvent
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{
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public:
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CEvent();
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~CEvent();
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bool Init( bool bManualReset, bool bInitialState );
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void Term();
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void* GetEventHandle() const;
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// Signal the event.
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bool SetEvent();
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// Unset the event's signalled status.
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bool ResetEvent();
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private:
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void *m_hEvent;
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};
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#endif // THREADHELPERS_H
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