thread.c
author Darkvater
Thu, 02 Mar 2006 02:22:15 +0000
changeset 3121 2e50f731567a
parent 2290 3283963c5422
child 4298 3417f80deca1
permissions -rw-r--r--
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
/* $Id$ */

#include "stdafx.h"
#include "thread.h"
#include <stdlib.h>

#if defined(__AMIGA__) || defined(__MORPHOS__)
Thread* OTTDCreateThread(ThreadFunc function, void* arg) { return NULL; }
void* OTTDJoinThread(Thread* t) { return NULL; }


#elif defined(__OS2__)

#define INCL_DOS
#include <os2.h>
#include <process.h>

struct Thread {
	TID thread;
	ThreadFunc func;
	void* arg;
	void* ret;
};

static void Proxy(void* arg)
{
	Thread* t = arg;
	t->ret = t->func(t->arg);
}

Thread* OTTDCreateThread(ThreadFunc function, void* arg)
{
	Thread* t = malloc(sizeof(*t));

	if (t == NULL) return NULL;

	t->func = function;
	t->arg  = arg;
	t->thread = _beginthread(Proxy, NULL, 32768, t);
	if (t->thread != -1) {
		return t;
	} else {
		free(t);
		return NULL;
	}
}

void* OTTDJoinThread(Thread* t)
{
	void* ret;

	if (t == NULL) return NULL;

	DosWaitThread(&t->thread, DCWW_WAIT);
	ret = t->ret;
	free(t);
	return ret;
}


#elif defined(UNIX)

#include <pthread.h>

struct Thread {
	pthread_t thread;
};

Thread* OTTDCreateThread(ThreadFunc function, void* arg)
{
	Thread* t = malloc(sizeof(*t));

	if (t == NULL) return NULL;

	if (pthread_create(&t->thread, NULL, function, arg) == 0) {
		return t;
	} else {
		free(t);
		return NULL;
	}
}

void* OTTDJoinThread(Thread* t)
{
	void* ret;

	if (t == NULL) return NULL;

	pthread_join(t->thread, &ret);
	free(t);
	return ret;
}


#elif defined(WIN32)

#include <windows.h>

struct Thread {
	HANDLE thread;
	ThreadFunc func;
	void* arg;
	void* ret;
};

static DWORD WINAPI Proxy(LPVOID arg)
{
	Thread* t = arg;
	t->ret = t->func(t->arg);
	return 0;
}

Thread* OTTDCreateThread(ThreadFunc function, void* arg)
{
	Thread* t = malloc(sizeof(*t));
	DWORD dwThreadId;

	if (t == NULL) return NULL;

	t->func = function;
	t->arg  = arg;
	t->thread = CreateThread(NULL, 0, Proxy, t, 0, &dwThreadId);

	if (t->thread != NULL) {
		return t;
	} else {
		free(t);
		return NULL;
	}
}

void* OTTDJoinThread(Thread* t)
{
	void* ret;

	if (t == NULL) return NULL;

	WaitForSingleObject(t->thread, INFINITE);
	CloseHandle(t->thread);
	ret = t->ret;
	free(t);
	return ret;
}
#endif