Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
205 lines
5.3 KiB
C++
205 lines
5.3 KiB
C++
//----------------------------------------------------------------------------
|
|
// File: syncobjects.h
|
|
//
|
|
// Desc: see main.cpp
|
|
//
|
|
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef _SYNC_OBJECTS_H
|
|
#define _SYNC_OBJECTS_H
|
|
|
|
|
|
#include <assert.h>
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name:
|
|
// Desc: Simple wrapper for critical section
|
|
//-----------------------------------------------------------------------------
|
|
class CCriticalSection
|
|
{
|
|
public:
|
|
CCriticalSection( DWORD spincount = 2000 )
|
|
{
|
|
InitializeCriticalSection( &m_CritSec );
|
|
};
|
|
|
|
~CCriticalSection()
|
|
{
|
|
DeleteCriticalSection( &m_CritSec );
|
|
};
|
|
|
|
void Enter()
|
|
{
|
|
EnterCriticalSection( &m_CritSec );
|
|
};
|
|
|
|
void Leave()
|
|
{
|
|
LeaveCriticalSection( &m_CritSec );
|
|
};
|
|
|
|
private:
|
|
CRITICAL_SECTION m_CritSec;
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name:
|
|
// Desc: Array of critical section objects. The methods allow locking single
|
|
// elements, rectangular regions, or a combination. Using these methods
|
|
// ensures the cells are locked/unlocked in a consistent order
|
|
// which prevents deadlocks.
|
|
//-----------------------------------------------------------------------------
|
|
template< DWORD width , DWORD height > class CLockArray
|
|
{
|
|
public:
|
|
#define CS_RESOLUTION 4
|
|
|
|
// Lock/Unlock a single cell
|
|
void LockCell( DWORD x , DWORD y )
|
|
{
|
|
x /= CS_RESOLUTION;
|
|
y /= CS_RESOLUTION;
|
|
|
|
assert( x<width && y<height );
|
|
|
|
m_Grid[y][x].Enter();
|
|
};
|
|
|
|
void UnlockCell( DWORD x , DWORD y )
|
|
{
|
|
x /= CS_RESOLUTION;
|
|
y /= CS_RESOLUTION;
|
|
|
|
assert( x<width && y<height );
|
|
|
|
m_Grid[y][x].Leave();
|
|
};
|
|
|
|
// Lock/Unlock a rectangular range of cells
|
|
void LockRange( DWORD x1 , DWORD y1 , DWORD x2 , DWORD y2 )
|
|
{
|
|
x1 /= CS_RESOLUTION;
|
|
y1 /= CS_RESOLUTION;
|
|
x2 /= CS_RESOLUTION;
|
|
y2 /= CS_RESOLUTION;
|
|
|
|
if ( x1 > x2 ) { DWORD t = x1; x1 = x2; x2 = t; }; // x1 == min
|
|
if ( y1 > y2 ) { DWORD t = y1; y1 = y2; y2 = t; }; // y1 == min
|
|
|
|
assert( x1 <= x2 && y1 <= y2 );
|
|
assert( x1<width && y1<height );
|
|
assert( x2<width && y2<height );
|
|
|
|
// Lock from xmin,ymin to xmax,ymax (from xmin,y to xmax,y first)
|
|
for ( INT y = y1 ; y <= (INT) y2 ; y++ )
|
|
for ( INT x = x1 ; x <= (INT) x2 ; x++ )
|
|
m_Grid[y][x].Enter();
|
|
};
|
|
|
|
void UnlockRange( DWORD x1 , DWORD y1 , DWORD x2 , DWORD y2 )
|
|
{
|
|
x1 /= CS_RESOLUTION;
|
|
y1 /= CS_RESOLUTION;
|
|
x2 /= CS_RESOLUTION;
|
|
y2 /= CS_RESOLUTION;
|
|
|
|
if ( x1 > x2 ) { DWORD t = x1; x1 = x2; x2 = t; }; // x1 == min
|
|
if ( y1 > y2 ) { DWORD t = y1; y1 = y2; y2 = t; }; // y1 == min
|
|
|
|
assert( x1 <= x2 && y1 <= y2 );
|
|
assert( x1<width && y1<height );
|
|
assert( x2<width && y2<height );
|
|
|
|
// Unlock from xmax,ymax to xmin,ymin
|
|
for ( INT y = y2 ; y >= (INT) y1 ; y-- )
|
|
for ( INT x = x2 ; x >= (INT) x1 ; x-- )
|
|
m_Grid[y][x].Leave();
|
|
};
|
|
|
|
void LockCellPair( DWORD x1, DWORD y1, DWORD x2, DWORD y2 )
|
|
{
|
|
x1 /= CS_RESOLUTION;
|
|
y1 /= CS_RESOLUTION;
|
|
x2 /= CS_RESOLUTION;
|
|
y2 /= CS_RESOLUTION;
|
|
|
|
assert( x1<width && y1<height );
|
|
assert( x2<width && y2<height );
|
|
|
|
if( x1 == x2 && y1 == y2 )
|
|
{
|
|
LockCell( x1, y1 );
|
|
return;
|
|
}
|
|
|
|
if( (y1<y2) || ((y1==y2)&&(x1<=x2)) )
|
|
{
|
|
assert( ((y1<y2)) || // y1 < y2 case
|
|
((y1==y2)&&(x1<=x2)) ); // y1 == y2 case
|
|
|
|
// Lock from xmin,ymin to xmax,ymax (from xmin,y to xmax,y first)
|
|
LockCell(x1,y1);
|
|
LockCell(x2,y2);
|
|
}
|
|
else
|
|
{
|
|
assert( ((y1>=y2)) || // y1 < y2 case
|
|
((y1==y2)&&(x1>x2)) ); // y1 == y2 case
|
|
|
|
// Lock from xmin,ymin to xmax,ymax (from xmin,y to xmax,y first)
|
|
LockCell(x2,y2);
|
|
LockCell(x1,y1);
|
|
}
|
|
}
|
|
|
|
|
|
void UnlockCellPair( DWORD x1, DWORD y1, DWORD x2, DWORD y2 )
|
|
{
|
|
x1 /= CS_RESOLUTION;
|
|
y1 /= CS_RESOLUTION;
|
|
x2 /= CS_RESOLUTION;
|
|
y2 /= CS_RESOLUTION;
|
|
|
|
assert( x1<width && y1<height );
|
|
assert( x2<width && y2<height );
|
|
|
|
if( x1 == x2 && y1 == y2 )
|
|
{
|
|
UnlockCell( x1, y1 );
|
|
return;
|
|
}
|
|
|
|
if( (y1<y2) || ((y1==y2)&&(x1<=x2)) )
|
|
{
|
|
assert( ((y1<y2)) || // y1 < y2 case
|
|
((y1==y2)&&(x1<=x2)) ); // y1 == y2 case
|
|
|
|
// Unlock from xmax,ymax to xmin,ymin (from xmax,y to xmin,y first)
|
|
UnlockCell(x2,y2);
|
|
UnlockCell(x1,y1);
|
|
}
|
|
else
|
|
{
|
|
assert( ((y1>=y2)) || // y1 < y2 case
|
|
((y1==y2)&&(x1>x2)) ); // y1 == y2 case
|
|
|
|
// Unlock from xmax,ymax to xmin,ymin (from xmax,y to xmin,y first)
|
|
UnlockCell(x1,y1);
|
|
UnlockCell(x2,y2);
|
|
}
|
|
}
|
|
|
|
|
|
private:
|
|
CCriticalSection m_Grid[height][width];
|
|
};
|
|
|
|
|
|
|
|
|
|
#endif
|