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// Copyright Epic Games, Inc. All Rights Reserved.
#include <zencore/thread.h>
#include <fmt/format.h>
#include <zencore/except.h>
#include <zencore/string.h>
#include <zencore/windows.h>
#include <thread>
namespace zen {
void
RwLock::AcquireShared()
{
AcquireSRWLockShared((PSRWLOCK)&m_Srw);
}
void
RwLock::ReleaseShared()
{
ReleaseSRWLockShared((PSRWLOCK)&m_Srw);
}
void
RwLock::AcquireExclusive()
{
AcquireSRWLockExclusive((PSRWLOCK)&m_Srw);
}
void
RwLock::ReleaseExclusive()
{
ReleaseSRWLockExclusive((PSRWLOCK)&m_Srw);
}
Event::Event()
{
m_EventHandle = CreateEvent(nullptr, true, false, nullptr);
}
Event::~Event()
{
CloseHandle(m_EventHandle);
}
void
Event::Set()
{
SetEvent(m_EventHandle);
}
void
Event::Reset()
{
ResetEvent(m_EventHandle);
}
bool
Event::Wait(int TimeoutMs)
{
using namespace std::literals;
const DWORD Timeout = (TimeoutMs < 0) ? INFINITE : TimeoutMs;
DWORD Result = WaitForSingleObject(m_EventHandle, Timeout);
if (Result == WAIT_FAILED)
{
zen::ThrowLastError("Event wait failed"sv);
}
return (Result == WAIT_OBJECT_0);
}
NamedEvent::NamedEvent(std::u8string_view EventName) : Event(nullptr)
{
using namespace std::literals;
ExtendableStringBuilder<64> Name;
Name << "Local\\"sv;
Name << EventName;
m_EventHandle = CreateEventA(nullptr, true, false, Name.c_str());
}
NamedEvent::NamedEvent(std::string_view EventName) : Event(nullptr)
{
using namespace std::literals;
ExtendableStringBuilder<64> Name;
Name << "Local\\"sv;
Name << EventName;
m_EventHandle = CreateEventA(nullptr, true, false, Name.c_str());
}
NamedMutex::~NamedMutex()
{
if (m_MutexHandle)
{
CloseHandle(m_MutexHandle);
}
}
bool
NamedMutex::Create(std::string_view MutexName)
{
ZEN_ASSERT(m_MutexHandle == nullptr);
using namespace std::literals;
ExtendableStringBuilder<64> Name;
Name << "Global\\"sv;
Name << MutexName;
m_MutexHandle = CreateMutexA(nullptr, /* InitialOwner */ TRUE, Name.c_str());
return !!m_MutexHandle;
}
bool
NamedMutex::Exists(std::string_view MutexName)
{
using namespace std::literals;
ExtendableStringBuilder<64> Name;
Name << "Global\\"sv;
Name << MutexName;
void* MutexHandle = OpenMutexA(SYNCHRONIZE, /* InheritHandle */ FALSE, Name.c_str());
if (MutexHandle == nullptr)
{
return false;
}
CloseHandle(MutexHandle);
return true;
}
ProcessHandle::ProcessHandle() = default;
void
ProcessHandle::Initialize(void* ProcessHandle)
{
ZEN_ASSERT(m_ProcessHandle == nullptr);
// TODO: perform some debug verification here to verify it's a valid handle?
m_ProcessHandle = ProcessHandle;
}
ProcessHandle::~ProcessHandle()
{
Reset();
}
void
ProcessHandle::Initialize(int Pid)
{
ZEN_ASSERT(m_ProcessHandle == nullptr);
m_ProcessHandle = OpenProcess(PROCESS_QUERY_INFORMATION | SYNCHRONIZE, FALSE, Pid);
using namespace fmt::literals;
if (!m_ProcessHandle)
{
ThrowLastError("ProcessHandle::Initialize(pid: {}) failed"_format(Pid));
}
m_Pid = Pid;
}
bool
ProcessHandle::IsRunning() const
{
DWORD ExitCode = 0;
GetExitCodeProcess(m_ProcessHandle, &ExitCode);
return ExitCode == STILL_ACTIVE;
}
bool
ProcessHandle::IsValid() const
{
return (m_ProcessHandle != nullptr) && (m_ProcessHandle != INVALID_HANDLE_VALUE);
}
void
ProcessHandle::Terminate(int ExitCode)
{
if (IsRunning())
{
TerminateProcess(m_ProcessHandle, ExitCode);
}
DWORD WaitResult = WaitForSingleObject(m_ProcessHandle, INFINITE);
if (WaitResult != WAIT_OBJECT_0)
{
// What might go wrong here, and what is meaningful to act on?
}
}
void
ProcessHandle::Reset()
{
if (IsValid())
{
CloseHandle(m_ProcessHandle);
m_ProcessHandle = nullptr;
}
}
bool
ProcessHandle::Wait(int TimeoutMs)
{
const DWORD Timeout = (TimeoutMs < 0) ? INFINITE : TimeoutMs;
const DWORD WaitResult = WaitForSingleObject(m_ProcessHandle, Timeout);
switch (WaitResult)
{
case WAIT_OBJECT_0:
return true;
case WAIT_TIMEOUT:
return false;
case WAIT_FAILED:
// What might go wrong here, and what is meaningful to act on?
throw WindowsException("Process::Wait failed");
}
return false;
}
bool
IsProcessRunning(int pid)
{
HANDLE hProc = OpenProcess(PROCESS_QUERY_LIMITED_INFORMATION, FALSE, pid);
if (hProc == NULL)
{
return false;
}
CloseHandle(hProc);
return true;
}
int
GetCurrentProcessId()
{
return ::GetCurrentProcessId();
}
void
Sleep(int ms)
{
::Sleep(ms);
}
//////////////////////////////////////////////////////////////////////////
//
// Testing related code follows...
//
void
thread_forcelink()
{
}
} // namespace zen
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