bool WaitConditionImpl::Wait(Mutex *pmutex, unsigned delay) { bool result = 0; unsigned i; unsigned lockCount = pmutex->pImpl->LockCount; EventPoolEntry* pentry; // Mutex must have been locked if (lockCount == 0) return 0; // Add an object to the wait queue WaitQueueLoc.DoLock(); QueuePush(pentry = GetNewEvent()); WaitQueueLoc.Unlock(); // Finally, release a mutex or semaphore if (pmutex->pImpl->Recursive) { // Release the recursive mutex N times pmutex->pImpl->LockCount = 0; for(i=0; i<lockCount; i++) ::ReleaseMutex(pmutex->pImpl->hMutexOrSemaphore); } else { pmutex->pImpl->LockCount = 0; ::ReleaseSemaphore(pmutex->pImpl->hMutexOrSemaphore, 1, NULL); } // Note that there is a gap here between mutex.Unlock() and Wait(). However, // if notify() comes in at this point in the other thread it will set our // corresponding event so wait will just fall through, as expected. // Block and wait on the event DWORD waitResult = ::WaitForSingleObject(pentry->hEvent, (delay == OVR_WAIT_INFINITE) ? INFINITE : delay); /* repeat_wait: DWORD waitResult = ::MsgWaitForMultipleObjects(1, &pentry->hEvent, FALSE, (delay == OVR_WAIT_INFINITE) ? INFINITE : delay, QS_ALLINPUT); */ WaitQueueLoc.DoLock(); switch(waitResult) { case WAIT_ABANDONED: case WAIT_OBJECT_0: result = 1; // Wait was successful, therefore the event entry should already be removed // So just add entry back to a free list ReleaseEvent(pentry); break; /* case WAIT_OBJECT_0 + 1: // Messages in WINDOWS queue { MSG msg; PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE); WaitQueueLoc.Unlock(); goto repeat_wait; } break; */ default: // Timeout, our entry should still be in a queue QueueFindAndRemove(pentry); ReleaseEvent(pentry); } WaitQueueLoc.Unlock(); // Re-aquire the mutex for(i=0; i<lockCount; i++) pmutex->DoLock(); // Return the result return result; }