194 lines
3.8 KiB
C
194 lines
3.8 KiB
C
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/**
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* WinPR: Windows Portable Runtime
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* Countdown Event
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*
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* Copyright 2012 Marc-Andre Moreau <marcandre.moreau@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#ifdef HAVE_UNISTD_H
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#include <unistd.h>
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#endif
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#include <winpr/crt.h>
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#include <winpr/collections.h>
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/**
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* C equivalent of the C# CountdownEvent Class
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* http://msdn.microsoft.com/en-us/library/dd235708/
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*/
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/**
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* Properties
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*/
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/**
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* Gets the number of remaining signals required to set the event.
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*/
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DWORD CountdownEvent_CurrentCount(wCountdownEvent* countdown)
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{
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return countdown->count;
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}
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/**
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* Gets the numbers of signals initially required to set the event.
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*/
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DWORD CountdownEvent_InitialCount(wCountdownEvent* countdown)
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{
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return countdown->initialCount;
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}
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/**
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* Determines whether the event is set.
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*/
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BOOL CountdownEvent_IsSet(wCountdownEvent* countdown)
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{
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BOOL status = FALSE;
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if (WaitForSingleObject(countdown->event, 0) == WAIT_OBJECT_0)
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status = TRUE;
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return status;
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}
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/**
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* Gets a WaitHandle that is used to wait for the event to be set.
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*/
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HANDLE CountdownEvent_WaitHandle(wCountdownEvent* countdown)
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{
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return countdown->event;
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}
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/**
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* Methods
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*/
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/**
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* Increments the CountdownEvent's current count by a specified value.
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*/
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void CountdownEvent_AddCount(wCountdownEvent* countdown, DWORD signalCount)
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{
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EnterCriticalSection(&countdown->lock);
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countdown->count += signalCount;
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if (countdown->count > 0)
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ResetEvent(countdown->event);
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LeaveCriticalSection(&countdown->lock);
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}
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/**
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* Registers multiple signals with the CountdownEvent, decrementing the value of CurrentCount by the
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* specified amount.
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*/
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BOOL CountdownEvent_Signal(wCountdownEvent* countdown, DWORD signalCount)
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{
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BOOL status;
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BOOL newStatus;
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BOOL oldStatus;
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status = newStatus = oldStatus = FALSE;
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EnterCriticalSection(&countdown->lock);
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if (WaitForSingleObject(countdown->event, 0) == WAIT_OBJECT_0)
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oldStatus = TRUE;
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if (signalCount <= countdown->count)
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countdown->count -= signalCount;
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else
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countdown->count = 0;
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if (countdown->count == 0)
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newStatus = TRUE;
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if (newStatus && (!oldStatus))
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{
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SetEvent(countdown->event);
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status = TRUE;
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}
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LeaveCriticalSection(&countdown->lock);
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return status;
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}
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/**
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* Resets the InitialCount property to a specified value.
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*/
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void CountdownEvent_Reset(wCountdownEvent* countdown, DWORD count)
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{
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countdown->initialCount = count;
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}
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/**
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* Construction, Destruction
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*/
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wCountdownEvent* CountdownEvent_New(DWORD initialCount)
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{
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wCountdownEvent* countdown = NULL;
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if (!(countdown = (wCountdownEvent*)calloc(1, sizeof(wCountdownEvent))))
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return NULL;
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countdown->count = initialCount;
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countdown->initialCount = initialCount;
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if (!InitializeCriticalSectionAndSpinCount(&countdown->lock, 4000))
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goto fail_critical_section;
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if (!(countdown->event = CreateEvent(NULL, TRUE, FALSE, NULL)))
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goto fail_create_event;
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if (countdown->count == 0)
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if (!SetEvent(countdown->event))
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goto fail_set_event;
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return countdown;
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fail_set_event:
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CloseHandle(countdown->event);
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fail_create_event:
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DeleteCriticalSection(&countdown->lock);
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fail_critical_section:
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free(countdown);
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return NULL;
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}
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void CountdownEvent_Free(wCountdownEvent* countdown)
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{
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if (!countdown)
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return;
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DeleteCriticalSection(&countdown->lock);
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CloseHandle(countdown->event);
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free(countdown);
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}
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