geode/loader/dobby/source/UserMode/UnifiedInterface/semaphore.h
2022-07-30 19:24:03 +03:00

98 lines
2.6 KiB
C++

// Copyright 2013 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef V8_BASE_PLATFORM_SEMAPHORE_H_
#define V8_BASE_PLATFORM_SEMAPHORE_H_
#include "src/base/base-export.h"
#include "src/base/lazy-instance.h"
#if V8_OS_WIN
#include "src/base/win32-headers.h"
#endif
#if V8_OS_MACOSX
#include <dispatch/dispatch.h> // NOLINT
#elif V8_OS_POSIX
#include <semaphore.h> // NOLINT
#endif
namespace v8 {
namespace base {
// Forward declarations.
class TimeDelta;
// ----------------------------------------------------------------------------
// Semaphore
//
// A semaphore object is a synchronization object that maintains a count. The
// count is decremented each time a thread completes a wait for the semaphore
// object and incremented each time a thread signals the semaphore. When the
// count reaches zero, threads waiting for the semaphore blocks until the
// count becomes non-zero.
class V8_BASE_EXPORT Semaphore final {
public:
explicit Semaphore(int count);
~Semaphore();
// Increments the semaphore counter.
void Signal();
// Decrements the semaphore counter if it is positive, or blocks until it
// becomes positive and then decrements the counter.
void Wait();
// Like Wait() but returns after rel_time time has passed. If the timeout
// happens the return value is false and the counter is unchanged. Otherwise
// the semaphore counter is decremented and true is returned.
bool WaitFor(const TimeDelta &rel_time) V8_WARN_UNUSED_RESULT;
#if V8_OS_MACOSX
using NativeHandle = dispatch_semaphore_t;
#elif V8_OS_POSIX
using NativeHandle = sem_t;
#elif V8_OS_WIN
using NativeHandle = HANDLE;
#endif
NativeHandle &native_handle() {
return native_handle_;
}
const NativeHandle &native_handle() const {
return native_handle_;
}
private:
NativeHandle native_handle_;
DISALLOW_COPY_AND_ASSIGN(Semaphore);
};
// POD Semaphore initialized lazily (i.e. the first time Pointer() is called).
// Usage:
// // The following semaphore starts at 0.
// static LazySemaphore<0>::type my_semaphore = LAZY_SEMAPHORE_INITIALIZER;
//
// void my_function() {
// // Do something with my_semaphore.Pointer().
// }
//
template <int N> struct CreateSemaphoreTrait {
static Semaphore *Create() {
return new Semaphore(N);
}
};
template <int N> struct LazySemaphore {
using typename LazyDynamicInstance<Semaphore, CreateSemaphoreTrait<N>, ThreadSafeInitOnceTrait>::type;
};
#define LAZY_SEMAPHORE_INITIALIZER LAZY_DYNAMIC_INSTANCE_INITIALIZER
} // namespace base
} // namespace v8
#endif // V8_BASE_PLATFORM_SEMAPHORE_H_