// // Copyright 1997 Nicholas J. Irias. All rights reserved. // // // P4CommandStatus.h // ///////////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include "p4win.h" #include "p4command.h" CCriticalSection g_cSection; CP4CommandStatus::CP4CommandStatus() { m_CommandNumber=0; m_ServerBusy=FALSE; m_ServerUnicode=TRUE; Reset(); } void CP4CommandStatus::Reset() { m_ServerLevel=0; m_SecurityLevel=0; m_RequestAbort=FALSE; m_ServerNoCase=FALSE; } void CP4CommandStatus::RequestAbort() { ASSERT(AfxGetThread() == (CWinThread*) AfxGetApp()); m_RequestAbort=TRUE; } BOOL CP4CommandStatus::GetServerLock( int &lock ) { BOOL success= FALSE; lock=0; g_cSection.Lock(); if( !m_ServerBusy ) { lock= ++m_CommandNumber; success= TRUE; m_ServerBusy=TRUE; } g_cSection.Unlock(); return success; } void CP4CommandStatus::ReleaseServerLock( int &lock ) { ASSERT( lock == m_CommandNumber ); ASSERT( m_ServerBusy ); lock= 0; g_cSection.Lock(); m_ServerBusy=FALSE; PumpQueue(); g_cSection.Unlock(); } // When a server lock is released, the next item in the queue is // started by spawning a new thread void CP4CommandStatus::PumpQueue( ) { g_cSection.Lock(); POSITION pos= m_Queue.GetHeadPosition(); if( pos != NULL ) { // Get the top command out of the queue, and give it a key CP4Command *pCmd= (CP4Command *) m_Queue.GetAt(pos); m_Queue.RemoveAt(pos); ASSERT_KINDOF(CP4Command, pCmd); pCmd->SetServerKey(++m_CommandNumber); // And start the command pCmd->AsyncExecCommand(); // Server will be busy till the just-spawned command is done m_ServerBusy= TRUE; } g_cSection.Unlock(); } void CP4CommandStatus::QueueCommand( CP4Command *pCmd ) { ASSERT_KINDOF(CP4Command, pCmd); g_cSection.Lock(); m_Queue.AddTail(pCmd); if( !m_ServerBusy ) PumpQueue(); g_cSection.Unlock(); }
# | Change | User | Description | Committed | |
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#1 | 16169 | perforce_software | Move files to follow new path scheme for branches. | ||
//guest/perforce_software/p4win/gui/p4api/P4CommandStatus.cpp | |||||
#1 | 8562 | Matt Attaway |
These feet never stop running. Initial commit of the P4Win source code. To the best of our knowledge this compiles and runs using the 2013.3 P4 API and VS 2010. Expect a few changes as we refine the build process. Please post any build issues to the forums. |