- Correct initialisation of TeamsGameOver (on mobile it doesn't get reset between plays, so ones set to true, prevents game to be finished next time)
/* Threads.c */
#include "Threads.h"
#include <process.h>
HRes GetError()
{
DWORD res = GetLastError();
return (res) ? (HRes)(res) : SZE_FAIL;
}
HRes BoolToHRes(int v) { return v ? SZ_OK : GetError(); }
HRes BOOLToHRes(BOOL v) { return v ? SZ_OK : GetError(); }
HRes MyCloseHandle(HANDLE *h)
{
if (*h != NULL)
if (!CloseHandle(*h))
return GetError();
*h = NULL;
return SZ_OK;
}
HRes Thread_Create(CThread *thread, THREAD_FUNC_RET_TYPE (THREAD_FUNC_CALL_TYPE *startAddress)(void *), LPVOID parameter)
{
unsigned threadId; /* Windows Me/98/95: threadId parameter may not be NULL in _beginthreadex/CreateThread functions */
thread->handle =
/* CreateThread(0, 0, startAddress, parameter, 0, &threadId); */
(HANDLE)_beginthreadex(NULL, 0, startAddress, parameter, 0, &threadId);
/* maybe we must use errno here, but probably GetLastError() is also OK. */
return BoolToHRes(thread->handle != 0);
}
HRes WaitObject(HANDLE h)
{
return (HRes)WaitForSingleObject(h, INFINITE);
}
HRes Thread_Wait(CThread *thread)
{
if (thread->handle == NULL)
return 1;
return WaitObject(thread->handle);
}
HRes Thread_Close(CThread *thread)
{
return MyCloseHandle(&thread->handle);
}
HRes Event_Create(CEvent *p, BOOL manualReset, int initialSignaled)
{
p->handle = CreateEvent(NULL, manualReset, (initialSignaled ? TRUE : FALSE), NULL);
return BoolToHRes(p->handle != 0);
}
HRes ManualResetEvent_Create(CManualResetEvent *p, int initialSignaled)
{ return Event_Create(p, TRUE, initialSignaled); }
HRes ManualResetEvent_CreateNotSignaled(CManualResetEvent *p)
{ return ManualResetEvent_Create(p, 0); }
HRes AutoResetEvent_Create(CAutoResetEvent *p, int initialSignaled)
{ return Event_Create(p, FALSE, initialSignaled); }
HRes AutoResetEvent_CreateNotSignaled(CAutoResetEvent *p)
{ return AutoResetEvent_Create(p, 0); }
HRes Event_Set(CEvent *p) { return BOOLToHRes(SetEvent(p->handle)); }
HRes Event_Reset(CEvent *p) { return BOOLToHRes(ResetEvent(p->handle)); }
HRes Event_Wait(CEvent *p) { return WaitObject(p->handle); }
HRes Event_Close(CEvent *p) { return MyCloseHandle(&p->handle); }
HRes Semaphore_Create(CSemaphore *p, UInt32 initiallyCount, UInt32 maxCount)
{
p->handle = CreateSemaphore(NULL, (LONG)initiallyCount, (LONG)maxCount, NULL);
return BoolToHRes(p->handle != 0);
}
HRes Semaphore_Release(CSemaphore *p, LONG releaseCount, LONG *previousCount)
{
return BOOLToHRes(ReleaseSemaphore(p->handle, releaseCount, previousCount));
}
HRes Semaphore_ReleaseN(CSemaphore *p, UInt32 releaseCount)
{
return Semaphore_Release(p, (LONG)releaseCount, NULL);
}
HRes Semaphore_Release1(CSemaphore *p)
{
return Semaphore_ReleaseN(p, 1);
}
HRes Semaphore_Wait(CSemaphore *p) { return WaitObject(p->handle); }
HRes Semaphore_Close(CSemaphore *p) { return MyCloseHandle(&p->handle); }
HRes CriticalSection_Init(CCriticalSection *p)
{
/* InitializeCriticalSection can raise only STATUS_NO_MEMORY exception */
__try
{
InitializeCriticalSection(p);
/* InitializeCriticalSectionAndSpinCount(p, 0); */
}
__except (EXCEPTION_EXECUTE_HANDLER) { return SZE_OUTOFMEMORY; }
return SZ_OK;
}