Files
Client/Library/dxx8/samples/Multimedia/DirectPlay/Maze/MazeCommon/SyncObjects.h
LGram16 e067522598 Initial commit: ROW Client source code
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>
2025-11-29 16:24:34 +09:00

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