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author | alexv-smirnov <alex@ydb.tech> | 2023-03-15 19:59:12 +0300 |
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committer | alexv-smirnov <alex@ydb.tech> | 2023-03-15 19:59:12 +0300 |
commit | 056bb284ccf8dd6793ec3a54ffa36c4fb2b9ad11 (patch) | |
tree | 4740980126f32e3af7937ba0ca5f83e59baa4ab0 /contrib/tools/bison/gnulib/src/glthread/lock.c | |
parent | 269126dcced1cc8b53eb4398b4a33e5142f10290 (diff) | |
download | ydb-056bb284ccf8dd6793ec3a54ffa36c4fb2b9ad11.tar.gz |
add library/cpp/actors, ymake build to ydb oss export
Diffstat (limited to 'contrib/tools/bison/gnulib/src/glthread/lock.c')
-rw-r--r-- | contrib/tools/bison/gnulib/src/glthread/lock.c | 1057 |
1 files changed, 1057 insertions, 0 deletions
diff --git a/contrib/tools/bison/gnulib/src/glthread/lock.c b/contrib/tools/bison/gnulib/src/glthread/lock.c new file mode 100644 index 0000000000..f62aa301fe --- /dev/null +++ b/contrib/tools/bison/gnulib/src/glthread/lock.c @@ -0,0 +1,1057 @@ +/* Locking in multithreaded situations. + Copyright (C) 2005-2013 Free Software Foundation, Inc. + + 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 3, 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, see <http://www.gnu.org/licenses/>. */ + +/* Written by Bruno Haible <bruno@clisp.org>, 2005. + Based on GCC's gthr-posix.h, gthr-posix95.h, gthr-solaris.h, + gthr-win32.h. */ + +#include <config.h> + +#include "glthread/lock.h" + +/* ========================================================================= */ + +#if USE_POSIX_THREADS + +/* -------------------------- gl_lock_t datatype -------------------------- */ + +/* ------------------------- gl_rwlock_t datatype ------------------------- */ + +# if HAVE_PTHREAD_RWLOCK + +# if !defined PTHREAD_RWLOCK_INITIALIZER + +int +glthread_rwlock_init_multithreaded (gl_rwlock_t *lock) +{ + int err; + + err = pthread_rwlock_init (&lock->rwlock, NULL); + if (err != 0) + return err; + lock->initialized = 1; + return 0; +} + +int +glthread_rwlock_rdlock_multithreaded (gl_rwlock_t *lock) +{ + if (!lock->initialized) + { + int err; + + err = pthread_mutex_lock (&lock->guard); + if (err != 0) + return err; + if (!lock->initialized) + { + err = glthread_rwlock_init_multithreaded (lock); + if (err != 0) + { + pthread_mutex_unlock (&lock->guard); + return err; + } + } + err = pthread_mutex_unlock (&lock->guard); + if (err != 0) + return err; + } + return pthread_rwlock_rdlock (&lock->rwlock); +} + +int +glthread_rwlock_wrlock_multithreaded (gl_rwlock_t *lock) +{ + if (!lock->initialized) + { + int err; + + err = pthread_mutex_lock (&lock->guard); + if (err != 0) + return err; + if (!lock->initialized) + { + err = glthread_rwlock_init_multithreaded (lock); + if (err != 0) + { + pthread_mutex_unlock (&lock->guard); + return err; + } + } + err = pthread_mutex_unlock (&lock->guard); + if (err != 0) + return err; + } + return pthread_rwlock_wrlock (&lock->rwlock); +} + +int +glthread_rwlock_unlock_multithreaded (gl_rwlock_t *lock) +{ + if (!lock->initialized) + return EINVAL; + return pthread_rwlock_unlock (&lock->rwlock); +} + +int +glthread_rwlock_destroy_multithreaded (gl_rwlock_t *lock) +{ + int err; + + if (!lock->initialized) + return EINVAL; + err = pthread_rwlock_destroy (&lock->rwlock); + if (err != 0) + return err; + lock->initialized = 0; + return 0; +} + +# endif + +# else + +int +glthread_rwlock_init_multithreaded (gl_rwlock_t *lock) +{ + int err; + + err = pthread_mutex_init (&lock->lock, NULL); + if (err != 0) + return err; + err = pthread_cond_init (&lock->waiting_readers, NULL); + if (err != 0) + return err; + err = pthread_cond_init (&lock->waiting_writers, NULL); + if (err != 0) + return err; + lock->waiting_writers_count = 0; + lock->runcount = 0; + return 0; +} + +int +glthread_rwlock_rdlock_multithreaded (gl_rwlock_t *lock) +{ + int err; + + err = pthread_mutex_lock (&lock->lock); + if (err != 0) + return err; + /* Test whether only readers are currently running, and whether the runcount + field will not overflow. */ + /* POSIX says: "It is implementation-defined whether the calling thread + acquires the lock when a writer does not hold the lock and there are + writers blocked on the lock." Let's say, no: give the writers a higher + priority. */ + while (!(lock->runcount + 1 > 0 && lock->waiting_writers_count == 0)) + { + /* This thread has to wait for a while. Enqueue it among the + waiting_readers. */ + err = pthread_cond_wait (&lock->waiting_readers, &lock->lock); + if (err != 0) + { + pthread_mutex_unlock (&lock->lock); + return err; + } + } + lock->runcount++; + return pthread_mutex_unlock (&lock->lock); +} + +int +glthread_rwlock_wrlock_multithreaded (gl_rwlock_t *lock) +{ + int err; + + err = pthread_mutex_lock (&lock->lock); + if (err != 0) + return err; + /* Test whether no readers or writers are currently running. */ + while (!(lock->runcount == 0)) + { + /* This thread has to wait for a while. Enqueue it among the + waiting_writers. */ + lock->waiting_writers_count++; + err = pthread_cond_wait (&lock->waiting_writers, &lock->lock); + if (err != 0) + { + lock->waiting_writers_count--; + pthread_mutex_unlock (&lock->lock); + return err; + } + lock->waiting_writers_count--; + } + lock->runcount--; /* runcount becomes -1 */ + return pthread_mutex_unlock (&lock->lock); +} + +int +glthread_rwlock_unlock_multithreaded (gl_rwlock_t *lock) +{ + int err; + + err = pthread_mutex_lock (&lock->lock); + if (err != 0) + return err; + if (lock->runcount < 0) + { + /* Drop a writer lock. */ + if (!(lock->runcount == -1)) + { + pthread_mutex_unlock (&lock->lock); + return EINVAL; + } + lock->runcount = 0; + } + else + { + /* Drop a reader lock. */ + if (!(lock->runcount > 0)) + { + pthread_mutex_unlock (&lock->lock); + return EINVAL; + } + lock->runcount--; + } + if (lock->runcount == 0) + { + /* POSIX recommends that "write locks shall take precedence over read + locks", to avoid "writer starvation". */ + if (lock->waiting_writers_count > 0) + { + /* Wake up one of the waiting writers. */ + err = pthread_cond_signal (&lock->waiting_writers); + if (err != 0) + { + pthread_mutex_unlock (&lock->lock); + return err; + } + } + else + { + /* Wake up all waiting readers. */ + err = pthread_cond_broadcast (&lock->waiting_readers); + if (err != 0) + { + pthread_mutex_unlock (&lock->lock); + return err; + } + } + } + return pthread_mutex_unlock (&lock->lock); +} + +int +glthread_rwlock_destroy_multithreaded (gl_rwlock_t *lock) +{ + int err; + + err = pthread_mutex_destroy (&lock->lock); + if (err != 0) + return err; + err = pthread_cond_destroy (&lock->waiting_readers); + if (err != 0) + return err; + err = pthread_cond_destroy (&lock->waiting_writers); + if (err != 0) + return err; + return 0; +} + +# endif + +/* --------------------- gl_recursive_lock_t datatype --------------------- */ + +# if HAVE_PTHREAD_MUTEX_RECURSIVE + +# if defined PTHREAD_RECURSIVE_MUTEX_INITIALIZER || defined PTHREAD_RECURSIVE_MUTEX_INITIALIZER_NP + +int +glthread_recursive_lock_init_multithreaded (gl_recursive_lock_t *lock) +{ + pthread_mutexattr_t attributes; + int err; + + err = pthread_mutexattr_init (&attributes); + if (err != 0) + return err; + err = pthread_mutexattr_settype (&attributes, PTHREAD_MUTEX_RECURSIVE); + if (err != 0) + { + pthread_mutexattr_destroy (&attributes); + return err; + } + err = pthread_mutex_init (lock, &attributes); + if (err != 0) + { + pthread_mutexattr_destroy (&attributes); + return err; + } + err = pthread_mutexattr_destroy (&attributes); + if (err != 0) + return err; + return 0; +} + +# else + +int +glthread_recursive_lock_init_multithreaded (gl_recursive_lock_t *lock) +{ + pthread_mutexattr_t attributes; + int err; + + err = pthread_mutexattr_init (&attributes); + if (err != 0) + return err; + err = pthread_mutexattr_settype (&attributes, PTHREAD_MUTEX_RECURSIVE); + if (err != 0) + { + pthread_mutexattr_destroy (&attributes); + return err; + } + err = pthread_mutex_init (&lock->recmutex, &attributes); + if (err != 0) + { + pthread_mutexattr_destroy (&attributes); + return err; + } + err = pthread_mutexattr_destroy (&attributes); + if (err != 0) + return err; + lock->initialized = 1; + return 0; +} + +int +glthread_recursive_lock_lock_multithreaded (gl_recursive_lock_t *lock) +{ + if (!lock->initialized) + { + int err; + + err = pthread_mutex_lock (&lock->guard); + if (err != 0) + return err; + if (!lock->initialized) + { + err = glthread_recursive_lock_init_multithreaded (lock); + if (err != 0) + { + pthread_mutex_unlock (&lock->guard); + return err; + } + } + err = pthread_mutex_unlock (&lock->guard); + if (err != 0) + return err; + } + return pthread_mutex_lock (&lock->recmutex); +} + +int +glthread_recursive_lock_unlock_multithreaded (gl_recursive_lock_t *lock) +{ + if (!lock->initialized) + return EINVAL; + return pthread_mutex_unlock (&lock->recmutex); +} + +int +glthread_recursive_lock_destroy_multithreaded (gl_recursive_lock_t *lock) +{ + int err; + + if (!lock->initialized) + return EINVAL; + err = pthread_mutex_destroy (&lock->recmutex); + if (err != 0) + return err; + lock->initialized = 0; + return 0; +} + +# endif + +# else + +int +glthread_recursive_lock_init_multithreaded (gl_recursive_lock_t *lock) +{ + int err; + + err = pthread_mutex_init (&lock->mutex, NULL); + if (err != 0) + return err; + lock->owner = (pthread_t) 0; + lock->depth = 0; + return 0; +} + +int +glthread_recursive_lock_lock_multithreaded (gl_recursive_lock_t *lock) +{ + pthread_t self = pthread_self (); + if (lock->owner != self) + { + int err; + + err = pthread_mutex_lock (&lock->mutex); + if (err != 0) + return err; + lock->owner = self; + } + if (++(lock->depth) == 0) /* wraparound? */ + { + lock->depth--; + return EAGAIN; + } + return 0; +} + +int +glthread_recursive_lock_unlock_multithreaded (gl_recursive_lock_t *lock) +{ + if (lock->owner != pthread_self ()) + return EPERM; + if (lock->depth == 0) + return EINVAL; + if (--(lock->depth) == 0) + { + lock->owner = (pthread_t) 0; + return pthread_mutex_unlock (&lock->mutex); + } + else + return 0; +} + +int +glthread_recursive_lock_destroy_multithreaded (gl_recursive_lock_t *lock) +{ + if (lock->owner != (pthread_t) 0) + return EBUSY; + return pthread_mutex_destroy (&lock->mutex); +} + +# endif + +/* -------------------------- gl_once_t datatype -------------------------- */ + +static const pthread_once_t fresh_once = PTHREAD_ONCE_INIT; + +int +glthread_once_singlethreaded (pthread_once_t *once_control) +{ + /* We don't know whether pthread_once_t is an integer type, a floating-point + type, a pointer type, or a structure type. */ + char *firstbyte = (char *)once_control; + if (*firstbyte == *(const char *)&fresh_once) + { + /* First time use of once_control. Invert the first byte. */ + *firstbyte = ~ *(const char *)&fresh_once; + return 1; + } + else + return 0; +} + +#endif + +/* ========================================================================= */ + +#if USE_PTH_THREADS + +/* Use the GNU Pth threads library. */ + +/* -------------------------- gl_lock_t datatype -------------------------- */ + +/* ------------------------- gl_rwlock_t datatype ------------------------- */ + +/* --------------------- gl_recursive_lock_t datatype --------------------- */ + +/* -------------------------- gl_once_t datatype -------------------------- */ + +static void +glthread_once_call (void *arg) +{ + void (**gl_once_temp_addr) (void) = (void (**) (void)) arg; + void (*initfunction) (void) = *gl_once_temp_addr; + initfunction (); +} + +int +glthread_once_multithreaded (pth_once_t *once_control, void (*initfunction) (void)) +{ + void (*temp) (void) = initfunction; + return (!pth_once (once_control, glthread_once_call, &temp) ? errno : 0); +} + +int +glthread_once_singlethreaded (pth_once_t *once_control) +{ + /* We know that pth_once_t is an integer type. */ + if (*once_control == PTH_ONCE_INIT) + { + /* First time use of once_control. Invert the marker. */ + *once_control = ~ PTH_ONCE_INIT; + return 1; + } + else + return 0; +} + +#endif + +/* ========================================================================= */ + +#if USE_SOLARIS_THREADS + +/* Use the old Solaris threads library. */ + +/* -------------------------- gl_lock_t datatype -------------------------- */ + +/* ------------------------- gl_rwlock_t datatype ------------------------- */ + +/* --------------------- gl_recursive_lock_t datatype --------------------- */ + +int +glthread_recursive_lock_init_multithreaded (gl_recursive_lock_t *lock) +{ + int err; + + err = mutex_init (&lock->mutex, USYNC_THREAD, NULL); + if (err != 0) + return err; + lock->owner = (thread_t) 0; + lock->depth = 0; + return 0; +} + +int +glthread_recursive_lock_lock_multithreaded (gl_recursive_lock_t *lock) +{ + thread_t self = thr_self (); + if (lock->owner != self) + { + int err; + + err = mutex_lock (&lock->mutex); + if (err != 0) + return err; + lock->owner = self; + } + if (++(lock->depth) == 0) /* wraparound? */ + { + lock->depth--; + return EAGAIN; + } + return 0; +} + +int +glthread_recursive_lock_unlock_multithreaded (gl_recursive_lock_t *lock) +{ + if (lock->owner != thr_self ()) + return EPERM; + if (lock->depth == 0) + return EINVAL; + if (--(lock->depth) == 0) + { + lock->owner = (thread_t) 0; + return mutex_unlock (&lock->mutex); + } + else + return 0; +} + +int +glthread_recursive_lock_destroy_multithreaded (gl_recursive_lock_t *lock) +{ + if (lock->owner != (thread_t) 0) + return EBUSY; + return mutex_destroy (&lock->mutex); +} + +/* -------------------------- gl_once_t datatype -------------------------- */ + +int +glthread_once_multithreaded (gl_once_t *once_control, void (*initfunction) (void)) +{ + if (!once_control->inited) + { + int err; + + /* Use the mutex to guarantee that if another thread is already calling + the initfunction, this thread waits until it's finished. */ + err = mutex_lock (&once_control->mutex); + if (err != 0) + return err; + if (!once_control->inited) + { + once_control->inited = 1; + initfunction (); + } + return mutex_unlock (&once_control->mutex); + } + else + return 0; +} + +int +glthread_once_singlethreaded (gl_once_t *once_control) +{ + /* We know that gl_once_t contains an integer type. */ + if (!once_control->inited) + { + /* First time use of once_control. Invert the marker. */ + once_control->inited = ~ 0; + return 1; + } + else + return 0; +} + +#endif + +/* ========================================================================= */ + +#if USE_WINDOWS_THREADS + +/* -------------------------- gl_lock_t datatype -------------------------- */ + +void +glthread_lock_init_func (gl_lock_t *lock) +{ + InitializeCriticalSection (&lock->lock); + lock->guard.done = 1; +} + +int +glthread_lock_lock_func (gl_lock_t *lock) +{ + if (!lock->guard.done) + { + if (InterlockedIncrement (&lock->guard.started) == 0) + /* This thread is the first one to need this lock. Initialize it. */ + glthread_lock_init (lock); + else + /* Yield the CPU while waiting for another thread to finish + initializing this lock. */ + while (!lock->guard.done) + Sleep (0); + } + EnterCriticalSection (&lock->lock); + return 0; +} + +int +glthread_lock_unlock_func (gl_lock_t *lock) +{ + if (!lock->guard.done) + return EINVAL; + LeaveCriticalSection (&lock->lock); + return 0; +} + +int +glthread_lock_destroy_func (gl_lock_t *lock) +{ + if (!lock->guard.done) + return EINVAL; + DeleteCriticalSection (&lock->lock); + lock->guard.done = 0; + return 0; +} + +/* ------------------------- gl_rwlock_t datatype ------------------------- */ + +/* In this file, the waitqueues are implemented as circular arrays. */ +#define gl_waitqueue_t gl_carray_waitqueue_t + +static void +gl_waitqueue_init (gl_waitqueue_t *wq) +{ + wq->array = NULL; + wq->count = 0; + wq->alloc = 0; + wq->offset = 0; +} + +/* Enqueues the current thread, represented by an event, in a wait queue. + Returns INVALID_HANDLE_VALUE if an allocation failure occurs. */ +static HANDLE +gl_waitqueue_add (gl_waitqueue_t *wq) +{ + HANDLE event; + unsigned int index; + + if (wq->count == wq->alloc) + { + unsigned int new_alloc = 2 * wq->alloc + 1; + HANDLE *new_array = + (HANDLE *) realloc (wq->array, new_alloc * sizeof (HANDLE)); + if (new_array == NULL) + /* No more memory. */ + return INVALID_HANDLE_VALUE; + /* Now is a good opportunity to rotate the array so that its contents + starts at offset 0. */ + if (wq->offset > 0) + { + unsigned int old_count = wq->count; + unsigned int old_alloc = wq->alloc; + unsigned int old_offset = wq->offset; + unsigned int i; + if (old_offset + old_count > old_alloc) + { + unsigned int limit = old_offset + old_count - old_alloc; + for (i = 0; i < limit; i++) + new_array[old_alloc + i] = new_array[i]; + } + for (i = 0; i < old_count; i++) + new_array[i] = new_array[old_offset + i]; + wq->offset = 0; + } + wq->array = new_array; + wq->alloc = new_alloc; + } + /* Whether the created event is a manual-reset one or an auto-reset one, + does not matter, since we will wait on it only once. */ + event = CreateEvent (NULL, TRUE, FALSE, NULL); + if (event == INVALID_HANDLE_VALUE) + /* No way to allocate an event. */ + return INVALID_HANDLE_VALUE; + index = wq->offset + wq->count; + if (index >= wq->alloc) + index -= wq->alloc; + wq->array[index] = event; + wq->count++; + return event; +} + +/* Notifies the first thread from a wait queue and dequeues it. */ +static void +gl_waitqueue_notify_first (gl_waitqueue_t *wq) +{ + SetEvent (wq->array[wq->offset + 0]); + wq->offset++; + wq->count--; + if (wq->count == 0 || wq->offset == wq->alloc) + wq->offset = 0; +} + +/* Notifies all threads from a wait queue and dequeues them all. */ +static void +gl_waitqueue_notify_all (gl_waitqueue_t *wq) +{ + unsigned int i; + + for (i = 0; i < wq->count; i++) + { + unsigned int index = wq->offset + i; + if (index >= wq->alloc) + index -= wq->alloc; + SetEvent (wq->array[index]); + } + wq->count = 0; + wq->offset = 0; +} + +void +glthread_rwlock_init_func (gl_rwlock_t *lock) +{ + InitializeCriticalSection (&lock->lock); + gl_waitqueue_init (&lock->waiting_readers); + gl_waitqueue_init (&lock->waiting_writers); + lock->runcount = 0; + lock->guard.done = 1; +} + +int +glthread_rwlock_rdlock_func (gl_rwlock_t *lock) +{ + if (!lock->guard.done) + { + if (InterlockedIncrement (&lock->guard.started) == 0) + /* This thread is the first one to need this lock. Initialize it. */ + glthread_rwlock_init (lock); + else + /* Yield the CPU while waiting for another thread to finish + initializing this lock. */ + while (!lock->guard.done) + Sleep (0); + } + EnterCriticalSection (&lock->lock); + /* Test whether only readers are currently running, and whether the runcount + field will not overflow. */ + if (!(lock->runcount + 1 > 0)) + { + /* This thread has to wait for a while. Enqueue it among the + waiting_readers. */ + HANDLE event = gl_waitqueue_add (&lock->waiting_readers); + if (event != INVALID_HANDLE_VALUE) + { + DWORD result; + LeaveCriticalSection (&lock->lock); + /* Wait until another thread signals this event. */ + result = WaitForSingleObject (event, INFINITE); + if (result == WAIT_FAILED || result == WAIT_TIMEOUT) + abort (); + CloseHandle (event); + /* The thread which signalled the event already did the bookkeeping: + removed us from the waiting_readers, incremented lock->runcount. */ + if (!(lock->runcount > 0)) + abort (); + return 0; + } + else + { + /* Allocation failure. Weird. */ + do + { + LeaveCriticalSection (&lock->lock); + Sleep (1); + EnterCriticalSection (&lock->lock); + } + while (!(lock->runcount + 1 > 0)); + } + } + lock->runcount++; + LeaveCriticalSection (&lock->lock); + return 0; +} + +int +glthread_rwlock_wrlock_func (gl_rwlock_t *lock) +{ + if (!lock->guard.done) + { + if (InterlockedIncrement (&lock->guard.started) == 0) + /* This thread is the first one to need this lock. Initialize it. */ + glthread_rwlock_init (lock); + else + /* Yield the CPU while waiting for another thread to finish + initializing this lock. */ + while (!lock->guard.done) + Sleep (0); + } + EnterCriticalSection (&lock->lock); + /* Test whether no readers or writers are currently running. */ + if (!(lock->runcount == 0)) + { + /* This thread has to wait for a while. Enqueue it among the + waiting_writers. */ + HANDLE event = gl_waitqueue_add (&lock->waiting_writers); + if (event != INVALID_HANDLE_VALUE) + { + DWORD result; + LeaveCriticalSection (&lock->lock); + /* Wait until another thread signals this event. */ + result = WaitForSingleObject (event, INFINITE); + if (result == WAIT_FAILED || result == WAIT_TIMEOUT) + abort (); + CloseHandle (event); + /* The thread which signalled the event already did the bookkeeping: + removed us from the waiting_writers, set lock->runcount = -1. */ + if (!(lock->runcount == -1)) + abort (); + return 0; + } + else + { + /* Allocation failure. Weird. */ + do + { + LeaveCriticalSection (&lock->lock); + Sleep (1); + EnterCriticalSection (&lock->lock); + } + while (!(lock->runcount == 0)); + } + } + lock->runcount--; /* runcount becomes -1 */ + LeaveCriticalSection (&lock->lock); + return 0; +} + +int +glthread_rwlock_unlock_func (gl_rwlock_t *lock) +{ + if (!lock->guard.done) + return EINVAL; + EnterCriticalSection (&lock->lock); + if (lock->runcount < 0) + { + /* Drop a writer lock. */ + if (!(lock->runcount == -1)) + abort (); + lock->runcount = 0; + } + else + { + /* Drop a reader lock. */ + if (!(lock->runcount > 0)) + { + LeaveCriticalSection (&lock->lock); + return EPERM; + } + lock->runcount--; + } + if (lock->runcount == 0) + { + /* POSIX recommends that "write locks shall take precedence over read + locks", to avoid "writer starvation". */ + if (lock->waiting_writers.count > 0) + { + /* Wake up one of the waiting writers. */ + lock->runcount--; + gl_waitqueue_notify_first (&lock->waiting_writers); + } + else + { + /* Wake up all waiting readers. */ + lock->runcount += lock->waiting_readers.count; + gl_waitqueue_notify_all (&lock->waiting_readers); + } + } + LeaveCriticalSection (&lock->lock); + return 0; +} + +int +glthread_rwlock_destroy_func (gl_rwlock_t *lock) +{ + if (!lock->guard.done) + return EINVAL; + if (lock->runcount != 0) + return EBUSY; + DeleteCriticalSection (&lock->lock); + if (lock->waiting_readers.array != NULL) + free (lock->waiting_readers.array); + if (lock->waiting_writers.array != NULL) + free (lock->waiting_writers.array); + lock->guard.done = 0; + return 0; +} + +/* --------------------- gl_recursive_lock_t datatype --------------------- */ + +void +glthread_recursive_lock_init_func (gl_recursive_lock_t *lock) +{ + lock->owner = 0; + lock->depth = 0; + InitializeCriticalSection (&lock->lock); + lock->guard.done = 1; +} + +int +glthread_recursive_lock_lock_func (gl_recursive_lock_t *lock) +{ + if (!lock->guard.done) + { + if (InterlockedIncrement (&lock->guard.started) == 0) + /* This thread is the first one to need this lock. Initialize it. */ + glthread_recursive_lock_init (lock); + else + /* Yield the CPU while waiting for another thread to finish + initializing this lock. */ + while (!lock->guard.done) + Sleep (0); + } + { + DWORD self = GetCurrentThreadId (); + if (lock->owner != self) + { + EnterCriticalSection (&lock->lock); + lock->owner = self; + } + if (++(lock->depth) == 0) /* wraparound? */ + { + lock->depth--; + return EAGAIN; + } + } + return 0; +} + +int +glthread_recursive_lock_unlock_func (gl_recursive_lock_t *lock) +{ + if (lock->owner != GetCurrentThreadId ()) + return EPERM; + if (lock->depth == 0) + return EINVAL; + if (--(lock->depth) == 0) + { + lock->owner = 0; + LeaveCriticalSection (&lock->lock); + } + return 0; +} + +int +glthread_recursive_lock_destroy_func (gl_recursive_lock_t *lock) +{ + if (lock->owner != 0) + return EBUSY; + DeleteCriticalSection (&lock->lock); + lock->guard.done = 0; + return 0; +} + +/* -------------------------- gl_once_t datatype -------------------------- */ + +void +glthread_once_func (gl_once_t *once_control, void (*initfunction) (void)) +{ + if (once_control->inited <= 0) + { + if (InterlockedIncrement (&once_control->started) == 0) + { + /* This thread is the first one to come to this once_control. */ + InitializeCriticalSection (&once_control->lock); + EnterCriticalSection (&once_control->lock); + once_control->inited = 0; + initfunction (); + once_control->inited = 1; + LeaveCriticalSection (&once_control->lock); + } + else + { + /* Undo last operation. */ + InterlockedDecrement (&once_control->started); + /* Some other thread has already started the initialization. + Yield the CPU while waiting for the other thread to finish + initializing and taking the lock. */ + while (once_control->inited < 0) + Sleep (0); + if (once_control->inited <= 0) + { + /* Take the lock. This blocks until the other thread has + finished calling the initfunction. */ + EnterCriticalSection (&once_control->lock); + LeaveCriticalSection (&once_control->lock); + if (!(once_control->inited > 0)) + abort (); + } + } + } +} + +#endif + +/* ========================================================================= */ |