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https://github.com/Xahau/xahaud.git
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Move many Thread related classes
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@@ -21,8 +21,6 @@
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*/
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//==============================================================================
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HWND beast_messageWindowHandle = 0; // (this is used by other parts of the codebase)
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void* getUser32Function (const char* functionName)
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{
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HMODULE module = GetModuleHandleA ("user32.dll");
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@@ -72,143 +70,6 @@ void CriticalSection::enter() const noexcept { EnterCriticalSection ((CRITICAL_S
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bool CriticalSection::tryEnter() const noexcept { return TryEnterCriticalSection ((CRITICAL_SECTION*) section) != FALSE; }
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void CriticalSection::exit() const noexcept { LeaveCriticalSection ((CRITICAL_SECTION*) section); }
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//==============================================================================
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void BEAST_API beast_threadEntryPoint (void*);
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static unsigned int __stdcall threadEntryProc (void* userData)
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{
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if (beast_messageWindowHandle != 0)
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AttachThreadInput (GetWindowThreadProcessId (beast_messageWindowHandle, 0),
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GetCurrentThreadId(), TRUE);
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beast_threadEntryPoint (userData);
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_endthreadex (0);
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return 0;
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}
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void Thread::launchThread()
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{
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unsigned int newThreadId;
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threadHandle = (void*) _beginthreadex (0, 0, &threadEntryProc, this, 0, &newThreadId);
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threadId = (ThreadID) newThreadId;
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}
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void Thread::closeThreadHandle()
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{
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CloseHandle ((HANDLE) threadHandle);
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threadId = 0;
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threadHandle = 0;
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}
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void Thread::killThread()
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{
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if (threadHandle != 0)
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{
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#if BEAST_DEBUG
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OutputDebugStringA ("** Warning - Forced thread termination **\n");
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#endif
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TerminateThread (threadHandle, 0);
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}
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}
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void Thread::setCurrentThreadName (const String& name)
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{
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#if BEAST_DEBUG && BEAST_MSVC
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struct
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{
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DWORD dwType;
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LPCSTR szName;
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DWORD dwThreadID;
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DWORD dwFlags;
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} info;
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info.dwType = 0x1000;
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info.szName = name.toUTF8();
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info.dwThreadID = GetCurrentThreadId();
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info.dwFlags = 0;
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__try
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{
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RaiseException (0x406d1388 /*MS_VC_EXCEPTION*/, 0, sizeof (info) / sizeof (ULONG_PTR), (ULONG_PTR*) &info);
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}
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__except (EXCEPTION_CONTINUE_EXECUTION)
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{}
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#else
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(void) name;
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#endif
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}
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Thread::ThreadID Thread::getCurrentThreadId()
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{
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return (ThreadID) (pointer_sized_int) GetCurrentThreadId();
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}
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bool Thread::setThreadPriority (void* handle, int priority)
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{
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int pri = THREAD_PRIORITY_TIME_CRITICAL;
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if (priority < 1) pri = THREAD_PRIORITY_IDLE;
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else if (priority < 2) pri = THREAD_PRIORITY_LOWEST;
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else if (priority < 5) pri = THREAD_PRIORITY_BELOW_NORMAL;
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else if (priority < 7) pri = THREAD_PRIORITY_NORMAL;
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else if (priority < 9) pri = THREAD_PRIORITY_ABOVE_NORMAL;
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else if (priority < 10) pri = THREAD_PRIORITY_HIGHEST;
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if (handle == 0)
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handle = GetCurrentThread();
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return SetThreadPriority (handle, pri) != FALSE;
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}
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void Thread::setCurrentThreadAffinityMask (const uint32 affinityMask)
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{
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SetThreadAffinityMask (GetCurrentThread(), affinityMask);
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}
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//==============================================================================
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struct SleepEvent
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{
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SleepEvent() noexcept
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: handle (CreateEvent (nullptr, FALSE, FALSE,
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#if BEAST_DEBUG
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_T("BEAST Sleep Event")))
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#else
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nullptr))
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#endif
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{}
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~SleepEvent() noexcept
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{
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CloseHandle (handle);
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handle = 0;
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}
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HANDLE handle;
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};
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static SleepEvent sleepEvent;
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void BEAST_CALLTYPE Thread::sleep (const int millisecs)
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{
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if (millisecs >= 10 || sleepEvent.handle == 0)
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{
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Sleep ((DWORD) millisecs);
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}
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else
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{
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// unlike Sleep() this is guaranteed to return to the current thread after
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// the time expires, so we'll use this for short waits, which are more likely
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// to need to be accurate
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WaitForSingleObject (sleepEvent.handle, (DWORD) millisecs);
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}
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}
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void Thread::yield()
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{
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Sleep (0);
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}
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//==============================================================================
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static int lastProcessPriority = -1;
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