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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Common): restyle common lib with astyle (#3461)
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@@ -15,8 +15,8 @@
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namespace ACE_Based
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{
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template <class T, class LockType, typename StorageType=std::deque<T> >
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class LockedQueue
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template <class T, class LockType, typename StorageType = std::deque<T> >
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class LockedQueue
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{
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//! Lock access to the queue.
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LockType _lock;
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@@ -27,120 +27,120 @@ namespace ACE_Based
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//! Cancellation flag.
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volatile bool _canceled;
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public:
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public:
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//! Create a LockedQueue.
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LockedQueue()
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: _canceled(false)
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{
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}
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//! Create a LockedQueue.
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LockedQueue()
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: _canceled(false)
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{
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}
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//! Destroy a LockedQueue.
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virtual ~LockedQueue()
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{
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}
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//! Destroy a LockedQueue.
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virtual ~LockedQueue()
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{
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}
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//! Adds an item to the queue.
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void add(const T& item)
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{
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lock();
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//! Adds an item to the queue.
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void add(const T& item)
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{
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lock();
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//ASSERT(!this->_canceled);
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// throw Cancellation_Exception();
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//ASSERT(!this->_canceled);
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// throw Cancellation_Exception();
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_queue.push_back(item);
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_queue.push_back(item);
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unlock();
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}
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//! Gets the next result in the queue, if any.
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bool next(T& result)
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{
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// ACE_Guard<LockType> g(this->_lock);
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ACE_GUARD_RETURN (LockType, g, this->_lock, false);
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if (_queue.empty())
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return false;
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//ASSERT (!_queue.empty() || !this->_canceled);
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// throw Cancellation_Exception();
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result = _queue.front();
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_queue.pop_front();
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return true;
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}
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template<class Checker>
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bool next(T& result, Checker& check)
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{
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ACE_Guard<LockType> g(this->_lock);
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if (_queue.empty())
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return false;
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result = _queue.front();
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if (!check.Process(result))
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return false;
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_queue.pop_front();
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return true;
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}
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//! Peeks at the top of the queue. Check if the queue is empty before calling! Remember to unlock after use if autoUnlock == false.
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T& peek(bool autoUnlock = false)
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{
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lock();
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T& result = _queue.front();
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if (autoUnlock)
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unlock();
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}
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//! Gets the next result in the queue, if any.
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bool next(T& result)
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{
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// ACE_Guard<LockType> g(this->_lock);
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ACE_GUARD_RETURN (LockType, g, this->_lock, false);
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return result;
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}
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if (_queue.empty())
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return false;
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//! Cancels the queue.
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void cancel()
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{
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lock();
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//ASSERT (!_queue.empty() || !this->_canceled);
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// throw Cancellation_Exception();
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result = _queue.front();
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_queue.pop_front();
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_canceled = true;
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return true;
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}
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unlock();
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}
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template<class Checker>
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bool next(T& result, Checker& check)
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{
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ACE_Guard<LockType> g(this->_lock);
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//! Checks if the queue is cancelled.
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bool cancelled()
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{
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ACE_Guard<LockType> g(this->_lock);
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return _canceled;
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}
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if (_queue.empty())
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return false;
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//! Locks the queue for access.
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void lock()
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{
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this->_lock.acquire();
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}
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result = _queue.front();
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if (!check.Process(result))
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return false;
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//! Unlocks the queue.
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void unlock()
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{
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this->_lock.release();
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}
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_queue.pop_front();
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return true;
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}
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///! Calls pop_front of the queue
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void pop_front()
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{
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ACE_GUARD (LockType, g, this->_lock);
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_queue.pop_front();
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}
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//! Peeks at the top of the queue. Check if the queue is empty before calling! Remember to unlock after use if autoUnlock == false.
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T& peek(bool autoUnlock = false)
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{
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lock();
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T& result = _queue.front();
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if (autoUnlock)
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unlock();
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return result;
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}
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//! Cancels the queue.
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void cancel()
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{
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lock();
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_canceled = true;
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unlock();
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}
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//! Checks if the queue is cancelled.
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bool cancelled()
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{
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ACE_Guard<LockType> g(this->_lock);
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return _canceled;
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}
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//! Locks the queue for access.
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void lock()
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{
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this->_lock.acquire();
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}
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//! Unlocks the queue.
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void unlock()
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{
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this->_lock.release();
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}
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///! Calls pop_front of the queue
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void pop_front()
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{
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ACE_GUARD (LockType, g, this->_lock);
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_queue.pop_front();
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}
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///! Checks if we're empty or not with locks held
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bool empty()
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{
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ACE_GUARD_RETURN (LockType, g, this->_lock, false);
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return _queue.empty();
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}
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///! Checks if we're empty or not with locks held
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bool empty()
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{
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ACE_GUARD_RETURN (LockType, g, this->_lock, false);
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return _queue.empty();
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}
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};
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}
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#endif
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