| Age | Commit message (Collapse) | Author |
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It was only being used in two places, where it was replaced by a local
constant.
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- ReleaseNextThread->WakeupNextThread
- ReleaseAllWaitingThreads->WakeupAllWaitingThreads.
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pure virtual.
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WaitObject safely.
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made no sense.
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- Separate wait checking from waiting the current thread
- Resume thread when wait_all=true only if all objects are available at once
- Set output to correct wait object index when there are duplicate handles
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Thread: Prevent waking a thread multiple times.
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If a thread was woken up by something, cancel the wakeup timeout.
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Implemented timers
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It will now properly wait the specified number of nanoseconds and then wake up the thread.
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This thread will not actually execute instructions, it will only advance the timing/events and try to yield immediately to the next ready thread, if there aren't any ready threads then it will be rescheduled and start its job again.
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Replace all the C-style complicated buffer management with a std::deque.
In addition to making the code easier to understand it also adds support
for non-POD IdTypes.
Also clean the rest of the code to follow our code style.
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AddressArbiter: Ported arbitration type 2 from 3dmoo.
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This will happen when the mutex is already owned by another thread. Should fix some issues with games being stuck due to waiting threads not being awoken.
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(Thanks 3dmoo!)
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