Added Uq-Ruan Masters game - it compiles but does not work (renders too slowly? Another problem?)

This commit is contained in:
pelya
2010-08-21 18:57:13 +03:00
parent ffec83a679
commit 629f5b51f1
882 changed files with 230562 additions and 0 deletions
@@ -0,0 +1 @@
uqm_CFILES="tasklib.c"
@@ -0,0 +1,139 @@
/*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* By Michael Martin, 2002-09-21
*/
#include <stdio.h>
#include <stdlib.h>
#include "libs/tasklib.h"
#include "libs/log.h"
#define TASK_MAX 64
static struct taskstruct task_array[TASK_MAX];
Task
AssignTask (ThreadFunction task_func, SDWORD stackSize, const char *name)
{
int i;
for (i = 0; i < TASK_MAX; ++i)
{
if (!Task_SetState (task_array+i, TASK_INUSE))
{
// log_add (log_Debug, "Assigning Task #%i: %s", i+1, name);
Task_ClearState (task_array+i, ~TASK_INUSE);
task_array[i].name = name;
task_array[i].thread = CreateThread (task_func, task_array+i,
stackSize, name);
return task_array+i;
}
}
log_add (log_Error, "Task error! Task array exhausted. Check for thread leaks.");
return NULL;
}
void
FinishTask (Task task)
{
// log_add (log_Debug, "Releasing Task: %s", task->name);
task->thread = 0;
if (!Task_ClearState (task, TASK_INUSE))
{
log_add (log_Debug, "Task error! Attempted to FinishTask '%s'... "
"but it was already done!", task->name);
}
}
/* This could probably be done better with a condition variable of some kind. */
void
ConcludeTask (Task task)
{
Thread old = task->thread;
// log_add (log_Debug, "Awaiting conclusion of %s", task->name);
if (old)
{
Task_SetState (task, TASK_EXIT);
while (task->thread == old)
{
TaskSwitch ();
}
}
}
DWORD
Task_SetState (Task task, DWORD state_mask)
{
DWORD old_state;
LockMutex (task->state_mutex);
old_state = task->state;
task->state |= state_mask;
UnlockMutex (task->state_mutex);
old_state &= state_mask;
return old_state;
}
DWORD
Task_ClearState (Task task, DWORD state_mask)
{
DWORD old_state;
LockMutex (task->state_mutex);
old_state = task->state;
task->state &= ~state_mask;
UnlockMutex (task->state_mutex);
old_state &= state_mask;
return old_state;
}
DWORD
Task_ToggleState (Task task, DWORD state_mask)
{
DWORD old_state;
LockMutex (task->state_mutex);
old_state = task->state;
task->state ^= state_mask;
UnlockMutex (task->state_mutex);
old_state &= state_mask;
return old_state;
}
DWORD
Task_ReadState (Task task, DWORD state_mask)
{
return task->state & state_mask;
}
void
InitTaskSystem (void)
{
int i;
for (i = 0; i < TASK_MAX; ++i)
{
task_array[i].state_mutex = CreateMutex ("task manager lock", SYNC_CLASS_TOPLEVEL | SYNC_CLASS_RESOURCE);
}
atexit (CleanupTaskSystem);
}
void
CleanupTaskSystem (void)
{
int i;
for (i = 0; i < TASK_MAX; ++i)
{
DestroyMutex (task_array[i].state_mutex);
}
}