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Initial commit of Command & Conquer Renegade source code.
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106
Code/wwlib/thread.h
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106
Code/wwlib/thread.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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 3 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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef THREAD_H
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#define THREAD_H
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifdef _UNIX
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#include "osdep.h"
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#endif
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#include "always.h"
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#include "vector.h"
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struct _EXCEPTION_POINTERS;
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// ****************************************************************************
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//
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// To create a new thread just derive a new class from this and define
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// Thread_Function. Creating the TheadClass object doesn't start the
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// thread. To start the thread you must call Execute().
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//
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// In your own thread remember to check for "running" flag of the base class.
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// If the flag is false you must exit the asap. Stop() is the function that
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// will clear the flag and expect you to exit from the thread. If you are
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// not exiting in certain time (defined as a parameter to Stop()) it will
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// force-kill the thread to prevent the program from halting.
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//
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// ****************************************************************************
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class ThreadClass
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{
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public:
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typedef int (*ExceptionHandlerType)(int exception_code, struct _EXCEPTION_POINTERS *e_info);
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ThreadClass(const char *name = NULL, ExceptionHandlerType exception_handler = NULL);
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virtual ~ThreadClass();
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// Execute Thread_Function(). Note that only one instance can be executed at a time.
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void Execute();
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// Thread priority 0 is normal, positive numbers are higher and normal and negative are lower.
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void Set_Priority(int priority);
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// Stop thread execution. Kill after ms milliseconds if not responding.
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void Stop(unsigned ms=3000);
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// Put current thread sleep for ms milliseconds (can be called from any thread, ThreadClass or other)
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static void Sleep_Ms(unsigned ms=0);
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// Put current thread in sleep and switch to next one (Useful for balansing the thread switches with game update)
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static void Switch_Thread();
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// Return calling thread's unique thread id
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static unsigned _Get_Current_Thread_ID();
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// Returns true if the thread is running.
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bool Is_Running();
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// Gets the name of the thread.
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const char *Get_Name(void) {return(ThreadName);};
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// Get info about a registered thread by it's index.
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static int Get_Thread_By_Index(int index, char *name_ptr = NULL);
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protected:
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// User defined thread function. The thread function should check for "running" flag every now and then
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// and exit the thread if running is false.
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virtual void Thread_Function() = 0;
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volatile bool running;
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// Name of thread.
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char ThreadName[64];
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// ID of thread.
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unsigned ThreadID;
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// Exception handler for this thread.
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ExceptionHandlerType ExceptionHandler;
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private:
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static void __cdecl Internal_Thread_Function(void*);
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volatile unsigned long handle;
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int thread_priority;
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};
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#endif
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