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diff --git a/lib/libUPnP/Neptune/Source/Core/NptThreads.cpp b/lib/libUPnP/Neptune/Source/Core/NptThreads.cpp
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+/*****************************************************************
+|
+| Neptune - Threads
+|
+| Copyright (c) 2002-2008, Axiomatic Systems, LLC.
+| All rights reserved.
+|
+| Redistribution and use in source and binary forms, with or without
+| modification, are permitted provided that the following conditions are met:
+| * Redistributions of source code must retain the above copyright
+| notice, this list of conditions and the following disclaimer.
+| * Redistributions in binary form must reproduce the above copyright
+| notice, this list of conditions and the following disclaimer in the
+| documentation and/or other materials provided with the distribution.
+| * Neither the name of Axiomatic Systems nor the
+| names of its contributors may be used to endorse or promote products
+| derived from this software without specific prior written permission.
+|
+| THIS SOFTWARE IS PROVIDED BY AXIOMATIC SYSTEMS ''AS IS'' AND ANY
+| EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+| WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+| DISCLAIMED. IN NO EVENT SHALL AXIOMATIC SYSTEMS BE LIABLE FOR ANY
+| DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+| (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+| LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+| ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+| SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+|
+ ****************************************************************/
+
+/*----------------------------------------------------------------------
+| includes
++---------------------------------------------------------------------*/
+#include "NptThreads.h"
+
+/*----------------------------------------------------------------------
+| NPT_SingletonLock
++---------------------------------------------------------------------*/
+NPT_Mutex NPT_SingletonLock::Instance;
+
+/*----------------------------------------------------------------------
+| NPT_ThreadCallbackSlot::NPT_ThreadCallbackSlot
++---------------------------------------------------------------------*/
+NPT_ThreadCallbackSlot::NPT_ThreadCallbackSlot() :
+ m_CallbackArgs(NULL),
+ m_Shutdown(false),
+ m_NotificationHelper(NULL)
+{
+}
+
+/*----------------------------------------------------------------------
+| NPT_ThreadCallbackSlot::Shutdown
++---------------------------------------------------------------------*/
+NPT_Result
+NPT_ThreadCallbackSlot::Shutdown()
+{
+ // protect against concurrent access
+ //FIXME: This will not work if another Thread has called ReceiveCallback with a timeout
+ NPT_AutoLock lock(m_ReadLock);
+
+ // signal we are shut down
+ m_Shutdown = true;
+
+ // clear up any pending callbacks
+ m_Pending.SetValue(0);
+ m_Ack.SetValue(1);
+
+ return NPT_SUCCESS;
+}
+
+/*----------------------------------------------------------------------
+| NPT_ThreadCallbackSlot::SetNotificationHelper
++---------------------------------------------------------------------*/
+NPT_Result
+NPT_ThreadCallbackSlot::SetNotificationHelper(NotificationHelper* helper)
+{
+ m_NotificationHelper = helper;
+ return NPT_SUCCESS;
+}
+
+/*----------------------------------------------------------------------
+| NPT_ThreadCallbackSlot::ReceiveCallback
++---------------------------------------------------------------------*/
+NPT_Result
+NPT_ThreadCallbackSlot::ReceiveCallback(NPT_ThreadCallbackReceiver& receiver,
+ NPT_Timeout timeout)
+{
+ // protect against concurrent access
+ //NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - read locking, timeout=%d\n", timeout);
+ NPT_AutoLock lock(m_ReadLock);
+
+ if (timeout) {
+ // wait until there is a pending callback
+ //NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - waiting...\n");
+ NPT_Result result = m_Pending.WaitUntilEquals(1, timeout);
+ if (NPT_FAILED(result)) return result; // don't log here because the result
+ // could be NPT_ERROR_TIMEOUT which
+ // is an expected normal case.
+ //NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - got it\n");
+ } else {
+ // see if something is pending
+ if (m_Pending.GetValue() == 0) {
+ //NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - nothing pending\n");
+ return NPT_ERROR_CALLBACK_NOTHING_PENDING;
+ }
+ }
+
+ // check if we have been shutdown
+ if (m_Shutdown) return NPT_ERROR_CALLBACK_HANDLER_SHUTDOWN;
+
+ // process the callback
+ //NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - calling back\n");
+ receiver.OnCallback(const_cast<void*>(m_CallbackArgs));
+
+ // signal that we've processed the callback
+ m_Pending.SetValue(0);
+ m_Ack.SetValue(1);
+
+ return NPT_SUCCESS;
+}
+
+/*----------------------------------------------------------------------
+| NPT_ThreadCallbackSlot::SendCallback
++---------------------------------------------------------------------*/
+NPT_Result
+NPT_ThreadCallbackSlot::SendCallback(void* args)
+{
+ // protect against concurrent access
+ //NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - write locking\n");
+ NPT_AutoLock lock(m_WriteLock);
+
+ // there should be nothing pending
+#if defined(NPT_DEBUG)
+ NPT_ASSERT(m_Pending.GetValue() == 0);
+#endif
+
+ // check if we have been shutdown
+ if (m_Shutdown) return NPT_ERROR_CALLBACK_HANDLER_SHUTDOWN;
+
+ // put the callback args
+ m_CallbackArgs = args;
+ //NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - signalling\n");
+ m_Pending.SetValue(1);
+
+ // call the helper before we wait
+ if (m_NotificationHelper) {
+ m_NotificationHelper->Notify();
+ }
+
+ // wait until the callback has been process, or we've been shutdown
+ //NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - waiting...\n");
+ m_Ack.WaitUntilEquals(1);
+ //NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - got it\n");
+
+ // done
+ m_Ack.SetValue(0);
+ m_CallbackArgs = NULL;
+
+ return m_Shutdown?NPT_ERROR_CALLBACK_HANDLER_SHUTDOWN:NPT_SUCCESS;
+}