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Initial commit of Command & Conquer Renegade source code.
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Code/WWAudio/Threads.h
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112
Code/WWAudio/Threads.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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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/Threads.h $Modtime:: 7/17/99 3:32p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __WWAUDIO_THREADS_H
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#define __WWAUDIO_THREADS_H
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#include "Windows.H"
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#include "Vector.H"
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#include "mutex.h"
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// Forward declarations
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class RefCountClass;
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//////////////////////////////////////////////////////////////////////////
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//
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// WWAudioThreadsClass
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//
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// Simple class that provides a common namespace for tying thread
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// information together.
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//
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//////////////////////////////////////////////////////////////////////////
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class WWAudioThreadsClass
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{
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public:
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//////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////////
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WWAudioThreadsClass (void);
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~WWAudioThreadsClass (void);
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//////////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////////
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//
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// Delayed release mechanism
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//
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static HANDLE Create_Delayed_Release_Thread (LPVOID param = NULL);
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static void End_Delayed_Release_Thread (DWORD timeout = 20000);
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static void Add_Delayed_Release_Object (RefCountClass *object, DWORD delay = 2000);
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static void Flush_Delayed_Release_Objects (void);
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private:
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//////////////////////////////////////////////////////////////////////
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// Private methods
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//////////////////////////////////////////////////////////////////////
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static void __cdecl Delayed_Release_Thread_Proc (LPVOID param);
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//////////////////////////////////////////////////////////////////////
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// Private data types
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//////////////////////////////////////////////////////////////////////
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typedef struct _DELAYED_RELEASE_INFO
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{
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RefCountClass * object;
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DWORD time;
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_DELAYED_RELEASE_INFO *next;
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_DELAYED_RELEASE_INFO *prev;
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} DELAYED_RELEASE_INFO;
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//typedef DynamicVectorClass<DELAYED_RELEASE_INFO *> RELEASE_LIST;
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//////////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////////
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static HANDLE m_hDelayedReleaseThread;
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static HANDLE m_hDelayedReleaseEvent;
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static CriticalSectionClass m_CriticalSection;
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static DELAYED_RELEASE_INFO * m_ReleaseListHead;
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static CriticalSectionClass m_ListMutex;
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static bool m_IsFlushing;
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};
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#endif //__WWAUDIO_THREADS_H
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