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#ifndef __SEMAPHORE_H
#define __SEMAPHORE_H
#if SUPPORT_THREADS
#if UNITY_WIN || UNITY_XENON
# include "Winapi/PlatformSemaphore.h"
#elif UNITY_LINUX || UNITY_PEPPER || UNITY_ANDROID || UNITY_PS3 || UNITY_BB10 || UNITY_TIZEN
# include "Posix/PlatformSemaphore.h"
#else
# include "PlatformSemaphore.h"
#endif
#include "Runtime/Utilities/NonCopyable.h"
class Semaphore : public NonCopyable
{
public:
Semaphore() { m_Semaphore.Create(); }
~Semaphore() { m_Semaphore.Destroy(); }
void Reset() { m_Semaphore.Destroy(); m_Semaphore.Create(); }
void WaitForSignal() { m_Semaphore.WaitForSignal(); }
void Signal() { m_Semaphore.Signal(); }
private:
PlatformSemaphore m_Semaphore;
};
class SuspendableSemaphore : public NonCopyable
{
public:
explicit SuspendableSemaphore(bool suspended = true) : m_Suspended(suspended), m_SuspendedIndefinitely(false) { }
bool IsSuspended() const { return m_Suspended; }
void Reset() { m_Semaphore.Reset(); }
void WaitForSignal() { if (!m_Suspended) m_Semaphore.WaitForSignal(); };
void Signal() { if (!m_Suspended) m_Semaphore.Signal(); }
void Resume(bool reset = true);
void Suspend(bool indefinitely = false);
private:
volatile bool m_SuspendedIndefinitely;
volatile bool m_Suspended;
Semaphore m_Semaphore;
};
inline void SuspendableSemaphore::Resume(bool reset)
{
if (reset)
Reset();
if (!m_SuspendedIndefinitely)
m_Suspended = false;
}
inline void SuspendableSemaphore::Suspend(bool indefinitely)
{
m_Suspended = true;
if (indefinitely)
m_SuspendedIndefinitely = indefinitely;
m_Semaphore.Signal(); // release any waiting thread
}
#endif // SUPPORT_THREADS
#endif // __SEMAPHORE_H
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