79 lines
1.6 KiB
C++
79 lines
1.6 KiB
C++
/*
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* Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*
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*/
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/// \file
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/// \brief \b [Internal] Encapsulates a mutex
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///
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#ifndef __SIMPLE_MUTEX_H
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#define __SIMPLE_MUTEX_H
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#include "RakMemoryOverride.hpp"
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#if defined(_WIN32)
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#include "WindowsIncludes.hpp"
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#else
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#include <pthread.hpp>
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#include <sys/types.h>
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#endif
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#include "Export.hpp"
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namespace RakNet
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{
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/// \brief An easy to use mutex.
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///
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/// I wrote this because the version that comes with Windows is too complicated and requires too much code to use.
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/// @remark Previously I used this everywhere, and in fact for a year or two RakNet was totally threadsafe. While doing profiling, I saw that this function was incredibly slow compared to the blazing performance of everything else, so switched to single producer / consumer everywhere. Now the user thread of RakNet is not threadsafe, but it's 100X faster than before.
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class RAK_DLL_EXPORT SimpleMutex
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{
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public:
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// Constructor
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SimpleMutex();
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// Destructor
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~SimpleMutex();
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// Locks the mutex. Slow!
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void Lock(void);
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// Unlocks the mutex.
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void Unlock(void);
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private:
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void Init(void);
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#ifdef _WIN32
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CRITICAL_SECTION criticalSection; /// Docs say this is faster than a mutex for single process access
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#else
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pthread_mutex_t hMutex;
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#endif
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// Not threadsafe
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// bool isInitialized;
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};
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} // namespace RakNet
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#endif
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