2013-08-15 08:54:25 +02:00
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// vim: set ts=8 sts=2 sw=2 tw=99 et:
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//
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// This file is part of SourcePawn.
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//
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// SourcePawn 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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// SourcePawn 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 SourcePawn. If not, see <http://www.gnu.org/licenses/>.
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#ifndef _include_sourcepawn_threads_
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#define _include_sourcepawn_threads_
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#include <assert.h>
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#if defined(_MSC_VER)
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# include <windows.h>
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# include <WinBase.h>
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2013-08-15 08:54:25 +02:00
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#else
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# include <pthread.h>
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#endif
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#include <ke_utility.h>
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// Thread primitives for SourcePawn.
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//
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// -- Mutexes --
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//
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// A Lockable is a mutual exclusion primitive. It can be owned by at most one
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// thread at a time, and ownership blocks any other thread from taking taking
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// ownership. Ownership must be acquired and released on the same thread.
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// Lockables are not re-entrant.
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//
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// While a few classes support the Lockable interface, the simplest Lockable
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// object that can be instantiated is a Mutex.
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//
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// -- Condition Variables --
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//
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// A ConditionVariable provides mutually exclusive access based on a
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// condition ocurring. CVs provide two capabilities: Wait(), which will block
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// until the condition is triggered, and Notify(), which signals any blocking
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// thread that the condition has occurred.
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//
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// Condition variables have an underlying mutex lock. This lock must be
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// acquired before calling Wait() or Notify(). It is automatically released
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// once Wait begins blocking. This operation is atomic with respect to other
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// threads and the mutex. For example, it is not possible for the lock to be
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// acquired by another thread in between unlocking and blocking. Since Notify
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// also requires the lock to be acquired, there is no risk of an event
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// accidentally dissipating into thin air because it was sent before the other
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// thread began blocking.
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//
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// When Wait() returns, the lock is automatically re-acquired. This operation
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// is NOT atomic. In between waking up and re-acquiring the lock, another
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// thread may steal the lock and issue another event. Applications must
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// account for this. For example, a message pump should check that there are
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// no messages left to process before blocking again.
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//
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// Likewise, it is also not defined whether a Signal() will have any effect
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// while a thread is not waiting on the monitor. This is yet another reason
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// the above paragraph is so important - applications should, under a lock of
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// the condition variable - check for state changes before waiting.
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//
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// -- Threads --
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//
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// A Thread object, when created, spawns a new thread with the given callback
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// (the callbacks must implement IRunnable). Threads have one method of
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// interest, Join(), which will block until the thread's execution finishes.
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// Deleting a thread object will free any operating system resources associated
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// with that thread, if the thread has finished executing.
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//
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// Threads can fail to spawn; make sure to check Succeeded().
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//
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namespace ke {
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// Abstraction for getting a unique thread identifier. Debug-only.
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#if defined(_MSC_VER)
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typedef DWORD ThreadId;
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static inline ThreadId GetCurrentThreadId()
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{
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return ::GetCurrentThreadId();
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}
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#else
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typedef pthread_t ThreadId;
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static inline ThreadId GetCurrentThreadId()
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{
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return pthread_self();
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}
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#endif
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// Classes which use non-reentrant, same-thread lock/unlock semantics should
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// inherit from this and implement DoLock/DoUnlock.
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class Lockable
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{
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public:
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Lockable()
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{
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#if !defined(NDEBUG)
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owner_ = 0;
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#endif
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}
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virtual ~Lockable() {
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}
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bool TryLock() {
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if (DoTryLock()) {
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DebugSetLocked();
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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 Lock() {
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assert(Owner() != GetCurrentThreadId());
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DoLock();
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DebugSetLocked();
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}
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void Unlock() {
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assert(Owner() == GetCurrentThreadId());
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DebugSetUnlocked();
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DoUnlock();
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}
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void AssertCurrentThreadOwns() const {
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assert(Owner() == GetCurrentThreadId());
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}
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#if !defined(NDEBUG)
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bool Locked() const {
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return owner_ != 0;
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}
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ThreadId Owner() const {
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return owner_;
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}
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#endif
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virtual bool DoTryLock() = 0;
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virtual void DoLock() = 0;
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virtual void DoUnlock() = 0;
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protected:
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void DebugSetUnlocked() {
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#if !defined(NDEBUG)
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owner_ = 0;
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#endif
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}
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void DebugSetLocked() {
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#if !defined(NDEBUG)
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owner_ = GetCurrentThreadId();
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#endif
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}
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protected:
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#if !defined(NDEBUG)
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ThreadId owner_;
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#endif
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};
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// RAII for automatically locking and unlocking an object.
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class AutoLock
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{
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public:
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AutoLock(Lockable *lock)
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: lock_(lock)
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{
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lock_->Lock();
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}
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~AutoLock() {
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lock_->Unlock();
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}
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private:
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Lockable *lock_;
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};
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class AutoTryLock
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{
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public:
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AutoTryLock(Lockable *lock)
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{
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lock_ = lock->TryLock() ? lock : NULL;
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}
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~AutoTryLock() {
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if (lock_)
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lock_->Unlock();
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}
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private:
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Lockable *lock_;
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};
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// RAII for automatically unlocking and relocking an object.
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class AutoUnlock
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{
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public:
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AutoUnlock(Lockable *lock)
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: lock_(lock)
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{
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lock_->Unlock();
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}
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~AutoUnlock() {
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lock_->Lock();
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}
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private:
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Lockable *lock_;
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};
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enum WaitResult {
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// Woke up because something happened.
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Wait_Signaled,
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// Woke up because nothing happened and a timeout was specified.
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Wait_Timeout,
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// Woke up, but because of an error.
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Wait_Error
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};
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// This must be implemented in order to spawn a new thread.
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class IRunnable
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{
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public:
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virtual ~IRunnable() {
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}
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virtual void Run() = 0;
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};
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} // namespace ke
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// Include the actual thread implementations.
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#if defined(_MSC_VER)
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# include "ke_thread_windows.h"
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#else
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# include "ke_thread_posix.h"
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#endif
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#endif // _include_sourcepawn_threads_
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