/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : WWAudio * * * * $Archive:: /Commando/Code/WWAudio/Threads.h $Modtime:: 7/17/99 3:32p $* * * * $Revision:: 7 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __WWAUDIO_THREADS_H #define __WWAUDIO_THREADS_H #include "Windows.H" #include "Vector.H" #include "mutex.h" // Forward declarations class RefCountClass; ////////////////////////////////////////////////////////////////////////// // // WWAudioThreadsClass // // Simple class that provides a common namespace for tying thread // information together. // ////////////////////////////////////////////////////////////////////////// class WWAudioThreadsClass { public: ////////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////////// WWAudioThreadsClass (void); ~WWAudioThreadsClass (void); ////////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////////// // // Delayed release mechanism // static HANDLE Create_Delayed_Release_Thread (LPVOID param = NULL); static void End_Delayed_Release_Thread (DWORD timeout = 20000); static void Add_Delayed_Release_Object (RefCountClass *object, DWORD delay = 2000); static void Flush_Delayed_Release_Objects (void); private: ////////////////////////////////////////////////////////////////////// // Private methods ////////////////////////////////////////////////////////////////////// static void __cdecl Delayed_Release_Thread_Proc (LPVOID param); ////////////////////////////////////////////////////////////////////// // Private data types ////////////////////////////////////////////////////////////////////// typedef struct _DELAYED_RELEASE_INFO { RefCountClass * object; DWORD time; _DELAYED_RELEASE_INFO *next; _DELAYED_RELEASE_INFO *prev; } DELAYED_RELEASE_INFO; //typedef DynamicVectorClass RELEASE_LIST; ////////////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////////////// static HANDLE m_hDelayedReleaseThread; static HANDLE m_hDelayedReleaseEvent; static CriticalSectionClass m_CriticalSection; static DELAYED_RELEASE_INFO * m_ReleaseListHead; static CriticalSectionClass m_ListMutex; static bool m_IsFlushing; }; #endif //__WWAUDIO_THREADS_H