2de73b6b83
Fixes #46 EQ2Map support for Check Line of Sight, BestZ Spells must be cast in line of sight of target Melee combat (NPC->NPC/Player) must be in line of sight of target navmesh support for pathfinding
103 lines
2.4 KiB
C++
103 lines
2.4 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MYMUTEX_H
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#define MYMUTEX_H
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#ifdef WIN32
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#include <WinSock2.h>
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#include <windows.h>
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#else
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#include <pthread.h>
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#include "../common/unix.h"
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#endif
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#include "../common/types.h"
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#include <string>
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#include <map>
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#define MUTEX_ATTRIBUTE_FAST 1
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#define MUTEX_ATTRIBUTE_RECURSIVE 2
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#define MUTEX_ATTRIBUTE_ERRORCHK 3
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#define MUTEX_TIMEOUT_MILLISECONDS 10000
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class CriticalSection {
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public:
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CriticalSection(int attribute = MUTEX_ATTRIBUTE_FAST);
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~CriticalSection();
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void lock();
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void unlock();
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bool trylock();
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private:
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#ifdef WIN32
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CRITICAL_SECTION CSMutex;
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#else
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pthread_mutex_t CSMutex;
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pthread_mutexattr_t type_attribute;
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#endif
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};
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class Mutex {
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public:
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Mutex();
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~Mutex();
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void lock();
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void unlock();
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bool trylock();
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void readlock(const char* function = 0, int32 line = 0);
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void releasereadlock(const char* function = 0, int32 line = 0);
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bool tryreadlock(const char* function = 0);
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void writelock(const char* function = 0, int32 line = 0);
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void releasewritelock(const char* function = 0, int32 line = 0);
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bool trywritelock(const char* function = 0);
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void waitReaders(const char* function = 0, int32 line = 0);
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void SetName(string in_name);
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private:
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CriticalSection CSRead;
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CriticalSection CSWrite;
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CriticalSection* CSLock;
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#ifdef DEBUG //Used for debugging only
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CriticalSection CSStack;
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map<string, int32> stack;
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#endif
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int readers;
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bool writing;
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volatile bool mlocked;
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string name;
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};
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class LockMutex {
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public:
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LockMutex(Mutex* in_mut, bool iLock = true);
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~LockMutex();
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void unlock();
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void lock();
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private:
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bool locked;
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Mutex* mut;
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};
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#endif
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