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Initial commit of Command & Conquer Renegade source code.
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/Threads.cpp $Modtime:: 7/17/99 3:32p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "Threads.h"
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#include "refcount.h"
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#include "Utils.h"
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#include <Process.h>
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#include "wwdebug.h"
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#include "systimer.h"
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///////////////////////////////////////////////////////////////////////////////////////////
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// Static member initialization
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///////////////////////////////////////////////////////////////////////////////////////////
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WWAudioThreadsClass::DELAYED_RELEASE_INFO * WWAudioThreadsClass::m_ReleaseListHead = NULL;
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CriticalSectionClass WWAudioThreadsClass::m_ListMutex;
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HANDLE WWAudioThreadsClass::m_hDelayedReleaseThread = (HANDLE)-1;
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HANDLE WWAudioThreadsClass::m_hDelayedReleaseEvent = (HANDLE)-1;
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CriticalSectionClass WWAudioThreadsClass::m_CriticalSection;
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bool WWAudioThreadsClass::m_IsFlushing = false;
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// WWAudioThreadsClass
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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WWAudioThreadsClass::WWAudioThreadsClass (void)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// ~WWAudioThreadsClass
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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WWAudioThreadsClass::~WWAudioThreadsClass (void)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Create_Delayed_Release_Thread
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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HANDLE
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WWAudioThreadsClass::Create_Delayed_Release_Thread (LPVOID param)
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{
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//
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// If the thread isn't already running, then
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//
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if (m_hDelayedReleaseThread == (HANDLE)-1) {
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m_hDelayedReleaseEvent = ::CreateEvent (NULL, FALSE, FALSE, NULL);
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m_hDelayedReleaseThread = (HANDLE)::_beginthread (Delayed_Release_Thread_Proc, 0, param);
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}
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return m_hDelayedReleaseThread;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// End_Delayed_Release_Thread
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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void
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WWAudioThreadsClass::End_Delayed_Release_Thread (DWORD timeout)
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{
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//
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// If the thread is running, then wait for it to finish
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//
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if (m_hDelayedReleaseThread != (HANDLE)-1) {
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::SetEvent (m_hDelayedReleaseEvent);
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::WaitForSingleObject (m_hDelayedReleaseThread, timeout);
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m_hDelayedReleaseEvent = (HANDLE)-1;
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m_hDelayedReleaseThread = (HANDLE)-1;
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}
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return ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Add_Delayed_Release_Object
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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void
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WWAudioThreadsClass::Add_Delayed_Release_Object
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(
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RefCountClass * object,
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DWORD delay
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)
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{
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if (m_IsFlushing) {
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REF_PTR_RELEASE (object);
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} else {
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//
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// Make sure we have a thread running that will handle
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// the operation for us.
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//
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if (m_hDelayedReleaseThread == (HANDLE)-1) {
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Create_Delayed_Release_Thread ();
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}
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//
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// Wait for the release thread to finish using the
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// list pointer
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//
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{
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CriticalSectionClass::LockClass lock(m_ListMutex);
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//
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// Create a new delay-information structure and
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// add it to our list
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//
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DELAYED_RELEASE_INFO *info = new DELAYED_RELEASE_INFO;
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info->object = object;
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info->time = TIMEGETTIME () + delay;
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info->next = m_ReleaseListHead;
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info->prev = NULL;
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if (info->next != NULL) {
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info->next->prev = info;
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}
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m_ReleaseListHead = info;
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}
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}
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return ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Flush_Delayed_Release_Objects
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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void
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WWAudioThreadsClass::Flush_Delayed_Release_Objects (void)
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{
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CriticalSectionClass::LockClass lock(m_ListMutex);
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m_IsFlushing = true;
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//
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// Loop through all the objects in our delay list, and
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// free them now.
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//
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DELAYED_RELEASE_INFO *info = NULL;
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DELAYED_RELEASE_INFO *next = NULL;
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for (info = m_ReleaseListHead; info != NULL; info = next) {
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next = info->next;
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//
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// Free the object
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//
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REF_PTR_RELEASE (info->object);
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SAFE_DELETE (info);
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}
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m_ReleaseListHead = NULL;
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return ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Delayed_Release_Thread_Proc
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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void __cdecl
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WWAudioThreadsClass::Delayed_Release_Thread_Proc (LPVOID /*param*/)
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{
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const DWORD base_timeout = 2000;
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DWORD timeout = base_timeout + rand () % 1000;
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//
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// Keep looping forever until we are singalled to quit (or an error occurs)
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//
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while (::WaitForSingleObject (m_hDelayedReleaseEvent, timeout) == WAIT_TIMEOUT) {
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{
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CriticalSectionClass::LockClass lock(m_ListMutex);
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//
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// Loop through all the objects in our delay list, and
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// free any that have expired.
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//
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DWORD current_time = TIMEGETTIME ();
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DELAYED_RELEASE_INFO *curr = NULL;
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DELAYED_RELEASE_INFO *prev = NULL;
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DELAYED_RELEASE_INFO *next = NULL;
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for (curr = m_ReleaseListHead; curr != NULL; curr = next) {
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next = curr->next;
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prev = curr->prev;
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//
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// If the time has expired, free the object
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//
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if (current_time >= curr->time) {
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//
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// Unlink the object
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//
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if (curr == m_ReleaseListHead) {
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m_ReleaseListHead = next;
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}
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if (prev != NULL) {
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prev->next = next;
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}
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if (next != NULL) {
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next->prev = prev;
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}
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//
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// Free the object
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//
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REF_PTR_RELEASE (curr->object);
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SAFE_DELETE (curr);
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}
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}
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}
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//
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// To avoid 'periodic' releases, randomize our timeout
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//
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timeout = base_timeout + rand () % 1000;
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}
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Flush_Delayed_Release_Objects ();
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return ;
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}
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/*
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Begin_Modify_List
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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bool
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WWAudioThreadsClass::Begin_Modify_List (void)
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{
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bool retval = false;
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//
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// Wait for up to one second to modify the list object
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//
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if (m_ListMutex != NULL) {
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retval = (::WaitForSingleObject (m_ListMutex, 1000) == WAIT_OBJECT_0);
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WWASSERT (retval);
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}
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return retval;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// End_Modify_List
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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void
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WWAudioThreadsClass::End_Modify_List (void)
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{
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//
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// Release this thread's hold on the mutex object.
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//
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if (m_ListMutex != NULL) {
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::ReleaseMutex (m_ListMutex);
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}
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return ;
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}
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*/
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