Added Uq-Ruan Masters game - it compiles but does not work (renders too slowly? Another problem?)
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uqm_CFILES="tasklib.c"
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/*
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* This program 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 2 of the License, or
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* (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/* By Michael Martin, 2002-09-21
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include "libs/tasklib.h"
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#include "libs/log.h"
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#define TASK_MAX 64
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static struct taskstruct task_array[TASK_MAX];
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Task
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AssignTask (ThreadFunction task_func, SDWORD stackSize, const char *name)
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{
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int i;
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for (i = 0; i < TASK_MAX; ++i)
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{
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if (!Task_SetState (task_array+i, TASK_INUSE))
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{
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// log_add (log_Debug, "Assigning Task #%i: %s", i+1, name);
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Task_ClearState (task_array+i, ~TASK_INUSE);
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task_array[i].name = name;
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task_array[i].thread = CreateThread (task_func, task_array+i,
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stackSize, name);
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return task_array+i;
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}
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}
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log_add (log_Error, "Task error! Task array exhausted. Check for thread leaks.");
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return NULL;
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}
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void
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FinishTask (Task task)
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{
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// log_add (log_Debug, "Releasing Task: %s", task->name);
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task->thread = 0;
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if (!Task_ClearState (task, TASK_INUSE))
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{
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log_add (log_Debug, "Task error! Attempted to FinishTask '%s'... "
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"but it was already done!", task->name);
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}
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}
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/* This could probably be done better with a condition variable of some kind. */
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void
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ConcludeTask (Task task)
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{
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Thread old = task->thread;
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// log_add (log_Debug, "Awaiting conclusion of %s", task->name);
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if (old)
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{
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Task_SetState (task, TASK_EXIT);
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while (task->thread == old)
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{
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TaskSwitch ();
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}
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}
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}
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DWORD
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Task_SetState (Task task, DWORD state_mask)
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{
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DWORD old_state;
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LockMutex (task->state_mutex);
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old_state = task->state;
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task->state |= state_mask;
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UnlockMutex (task->state_mutex);
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old_state &= state_mask;
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return old_state;
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}
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DWORD
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Task_ClearState (Task task, DWORD state_mask)
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{
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DWORD old_state;
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LockMutex (task->state_mutex);
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old_state = task->state;
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task->state &= ~state_mask;
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UnlockMutex (task->state_mutex);
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old_state &= state_mask;
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return old_state;
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}
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DWORD
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Task_ToggleState (Task task, DWORD state_mask)
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{
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DWORD old_state;
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LockMutex (task->state_mutex);
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old_state = task->state;
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task->state ^= state_mask;
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UnlockMutex (task->state_mutex);
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old_state &= state_mask;
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return old_state;
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}
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DWORD
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Task_ReadState (Task task, DWORD state_mask)
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{
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return task->state & state_mask;
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}
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void
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InitTaskSystem (void)
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{
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int i;
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for (i = 0; i < TASK_MAX; ++i)
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{
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task_array[i].state_mutex = CreateMutex ("task manager lock", SYNC_CLASS_TOPLEVEL | SYNC_CLASS_RESOURCE);
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}
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atexit (CleanupTaskSystem);
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}
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void
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CleanupTaskSystem (void)
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{
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int i;
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for (i = 0; i < TASK_MAX; ++i)
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{
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DestroyMutex (task_array[i].state_mutex);
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}
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}
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