mirror of
https://github.com/debauchee/barrier.git
synced 2026-02-11 06:05:08 +08:00
Checkpointing centralized event queue stuff. Currently have:
an event queue and events, TCP sockets converted to use events, unix multithreading and network stuff converted, and an X Windows event queue subclass.
This commit is contained in:
381
lib/base/CEventQueue.cpp
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381
lib/base/CEventQueue.cpp
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/*
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* synergy -- mouse and keyboard sharing utility
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* Copyright (C) 2004 Chris Schoeneman
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*
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* This package is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* found in the file COPYING that should have accompanied this file.
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*
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* This package 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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#include "CEventQueue.h"
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#include "IEventJob.h"
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#include "CArch.h"
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//
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// CEventQueue
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//
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static int g_systemTarget = 0;
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CEventQueue* CEventQueue::s_instance = NULL;
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CEventQueue::CEventQueue()
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{
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assert(s_instance == NULL);
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s_instance = this;
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m_mutex = ARCH->newMutex();
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}
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CEventQueue::~CEventQueue()
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{
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ARCH->closeMutex(m_mutex);
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s_instance = NULL;
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}
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void*
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CEventQueue::getSystemTarget()
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{
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// any unique arbitrary pointer will do
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return &g_systemTarget;
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}
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CEventQueue*
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CEventQueue::getInstance()
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{
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return s_instance;
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}
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bool
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CEventQueue::getEvent(CEvent& event, double timeout)
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{
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// if no events are waiting then handle timers and then wait
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if (doIsEmpty()) {
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// handle timers first
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if (hasTimerExpired(event)) {
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return true;
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}
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// get time until next timer expires. if there is a timer
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// and it'll expire before the client's timeout then use
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// that duration for our timeout instead.
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double timerTimeout = getNextTimerTimeout();
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if (timerTimeout >= 0.0 && timerTimeout < timeout) {
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timeout = timerTimeout;
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}
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// wait for an event
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waitForEvent(timeout);
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}
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// if no events are pending then do the timers
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if (doIsEmpty()) {
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return hasTimerExpired(event);
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}
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return doGetEvent(event);
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}
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bool
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CEventQueue::dispatchEvent(const CEvent& event)
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{
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void* target = event.getTarget();
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IEventJob* job = getHandler(target);
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if (job != NULL) {
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job->run(event);
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return true;
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}
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return false;
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}
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void
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CEventQueue::addEvent(const CEvent& event)
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{
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// discard bogus event types
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switch (event.getType()) {
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case CEvent::kUnknown:
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case CEvent::kSystem:
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case CEvent::kTimer:
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return;
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default:
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break;
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}
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// store the event's data locally
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UInt32 eventID = saveEvent(event);
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// add it
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if (!doAddEvent(eventID)) {
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// failed to send event
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removeEvent(eventID);
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CEvent::deleteData(event);
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}
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}
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CEventQueueTimer*
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CEventQueue::newTimer(double duration, void* target)
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{
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assert(duration > 0.0);
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CEventQueueTimer* timer = doNewTimer(duration, false);
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CArchMutexLock lock(m_mutex);
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m_timers.insert(timer);
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m_timerQueue.push(CTimer(timer, duration, target, false));
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return timer;
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}
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CEventQueueTimer*
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CEventQueue::newOneShotTimer(double duration, void* target)
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{
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assert(duration > 0.0);
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CEventQueueTimer* timer = doNewTimer(duration, true);
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CArchMutexLock lock(m_mutex);
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m_timers.insert(timer);
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m_timerQueue.push(CTimer(timer, duration, target, true));
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return timer;
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}
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void
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CEventQueue::deleteTimer(CEventQueueTimer* timer)
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{
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{
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CArchMutexLock lock(m_mutex);
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for (CTimerQueue::iterator index = m_timerQueue.begin();
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index != m_timerQueue.end(); ++index) {
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if (index->getTimer() == timer) {
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m_timerQueue.erase(index);
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break;
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}
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}
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CTimers::iterator index = m_timers.find(timer);
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if (index != m_timers.end()) {
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m_timers.erase(index);
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}
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}
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doDeleteTimer(timer);
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}
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void
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CEventQueue::adoptHandler(void* target, IEventJob* handler)
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{
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CArchMutexLock lock(m_mutex);
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IEventJob*& job = m_handlers[target];
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delete job;
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job = handler;
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}
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IEventJob*
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CEventQueue::orphanHandler(void* target)
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{
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CArchMutexLock lock(m_mutex);
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CHandlerTable::iterator index = m_handlers.find(target);
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if (index != m_handlers.end()) {
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IEventJob* handler = index->second;
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m_handlers.erase(index);
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return handler;
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}
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else {
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return NULL;
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}
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}
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bool
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CEventQueue::isEmpty() const
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{
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return (doIsEmpty() && getNextTimerTimeout() != 0.0);
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}
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IEventJob*
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CEventQueue::getHandler(void* target) const
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{
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CArchMutexLock lock(m_mutex);
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CHandlerTable::const_iterator index = m_handlers.find(target);
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if (index != m_handlers.end()) {
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return index->second;
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}
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else {
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return NULL;
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}
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}
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UInt32
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CEventQueue::saveEvent(const CEvent& event)
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{
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CArchMutexLock lock(m_mutex);
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// choose id
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UInt32 id;
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if (!m_oldEventIDs.empty()) {
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// reuse an id
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id = m_oldEventIDs.back();
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m_oldEventIDs.pop_back();
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}
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else {
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// make a new id
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id = static_cast<UInt32>(m_oldEventIDs.size());
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}
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// save data
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m_events[id] = event;
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return id;
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}
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CEvent
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CEventQueue::removeEvent(UInt32 eventID)
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{
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CArchMutexLock lock(m_mutex);
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// look up id
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CEventTable::iterator index = m_events.find(eventID);
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if (index == m_events.end()) {
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return CEvent();
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}
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// get data
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CEvent event = index->second;
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m_events.erase(index);
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// save old id for reuse
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m_oldEventIDs.push_back(eventID);
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return event;
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}
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bool
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CEventQueue::hasTimerExpired(CEvent& event)
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{
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CArchMutexLock lock(m_mutex);
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// return true if there's a timer in the timer priority queue that
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// has expired. if returning true then fill in event appropriately
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// and reset and reinsert the timer.
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if (m_timerQueue.empty()) {
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return false;
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}
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// get time elapsed since last check
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const double time = m_time.getTime();
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m_time.reset();
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// countdown elapsed time
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for (CTimerQueue::iterator index = m_timerQueue.begin();
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index != m_timerQueue.end(); ++index) {
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(*index) -= time;
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}
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// done if no timers are expired
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if (m_timerQueue.top() > 0.0) {
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return false;
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}
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// remove timer from queue
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CTimer timer = m_timerQueue.top();
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m_timerQueue.pop();
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// prepare event and reset the timer's clock
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timer.fillEvent(m_timerEvent);
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event = CEvent(CEvent::kTimer, timer.getTarget(), &m_timerEvent);
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timer.reset();
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// reinsert timer into queue if it's not a one-shot
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if (!timer.isOneShot()) {
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m_timerQueue.push(timer);
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}
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return true;
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}
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double
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CEventQueue::getNextTimerTimeout() const
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{
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CArchMutexLock lock(m_mutex);
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// return -1 if no timers, 0 if the top timer has expired, otherwise
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// the time until the top timer in the timer priority queue will
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// expire.
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if (m_timerQueue.empty()) {
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return -1.0;
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}
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if (m_timerQueue.top() <= 0.0) {
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return 0.0;
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}
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return m_timerQueue.top();
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}
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//
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// CXWindowsScreen::CTimer
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//
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CEventQueue::CTimer::CTimer(CEventQueueTimer* timer,
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double timeout, void* target, bool oneShot) :
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m_timer(timer),
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m_timeout(timeout),
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m_target(target),
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m_oneShot(oneShot),
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m_time(timeout)
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{
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assert(m_timeout > 0.0);
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}
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CEventQueue::CTimer::~CTimer()
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{
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// do nothing
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}
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void
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CEventQueue::CTimer::reset()
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{
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m_time = m_timeout;
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}
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CEventQueue::CTimer::CTimer&
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CEventQueue::CTimer::operator-=(double dt)
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{
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m_time -= dt;
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return *this;
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}
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CEventQueue::CTimer::operator double() const
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{
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return m_time;
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}
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bool
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CEventQueue::CTimer::isOneShot() const
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{
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return m_oneShot;
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}
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CEventQueueTimer*
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CEventQueue::CTimer::getTimer() const
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{
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return m_timer;
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}
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void*
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CEventQueue::CTimer::getTarget() const
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{
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return m_target;
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}
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void
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CEventQueue::CTimer::fillEvent(CTimerEvent& event) const
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{
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event.m_timer = m_timer;
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event.m_count = 0;
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if (m_time <= 0.0) {
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event.m_count = static_cast<UInt32>((m_timeout - m_time) / m_timeout);
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}
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}
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bool
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CEventQueue::CTimer::operator<(const CTimer& t) const
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{
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return m_time < t.m_time;
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}
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