276 lines
9.2 KiB
C++
276 lines
9.2 KiB
C++
/*==========================================================================
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*
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* Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
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*
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* File: frame.h
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* Content: declaration of the CFrame and CFramePool classes
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*
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* History:
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* Date By Reason
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* ==== == ======
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* 07/16/99 pnewson Created
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* 07/22/99 rodtoll Updated target to be DWORD
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* 08/03/99 pnewson General clean up, updated target to DVID
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* 01/14/2000 rodtoll Updated to support multiple targets. Frame will
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* automatically allocate memory as needed for targets.
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* rodtoll Added SetEqual function to making copying of frame
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* in Queue easier.
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* rodtoll Added support for "user controlled memory" frames.
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* When the default constructor is used with the UserOwn_XXXX
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* functions the frames use user specified buffers.
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* (Removes a buffer copy when queueing data).
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* 01/31/2000 pnewson replace SAssert with DNASSERT
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* 03/29/2000 rodtoll Bug #30753 - Added volatile to the class definition
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* 07/09/2000 rodtoll Added signature bytes
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*
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***************************************************************************/
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#ifndef _FRAME_H_
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#define _FRAME_H_
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// forward declaration
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class CFramePool;
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#define VSIG_FRAME 'MRFV'
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#define VSIG_FRAME_FREE 'MRF_'
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// This class is designed to manage one frame of sound data.
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//
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// tag: fr
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volatile class CFrame
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{
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private:
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DWORD m_dwSignature;
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// The critical section object which is used to protect the
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// return method. This is passed in by CInputQueue2 and/or CInnerQueue
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// class, so that the return method is serialized with calls to
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// Reset, Enqueue and Dequeue. If no critical section is passed,
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// the Return member should not be used, and this frame should
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// not be part of a managed pool.
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DNCRITICAL_SECTION *m_pCriticalSection;
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// Length of the data within the frame. There may be less then a whole
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// frame worth of data in the buffer due to compression/decompression may
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// result in a slightly different size buffer.
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WORD m_wFrameLength;
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// The size of this frame. It would be easier to make
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// this a class constant, but we're probably going to want to
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// toy with the frame sizes while we're optimizing, and
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// we may even get really fancy in the future and have
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// the client and server negotiate the frame size at connection
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// time, all of which will be easier if we bite the bullet now
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// and make this a member variable. Note this is constant,
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// so once a frame is instantiated, it's size is permanently set.
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WORD m_wFrameSize;
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// The client number this frame is coming from or
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// going to.
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WORD m_wClientId;
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// The frame sequence number.
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BYTE m_wSeqNum;
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// The message number the frame is part of
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BYTE m_bMsgNum;
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// The target of the frame
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PDVID m_pdvidTargets;
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DWORD m_dwNumTargets;
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DWORD m_dwMaxTargets;
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bool m_fOwned;
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// A flag to specify that this frame contains nothing but silence.
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// When this flag is set, the data in the frame buffer should not
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// be used - it's probably not valid.
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BYTE m_bIsSilence;
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// A pointer to the frame's data
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BYTE* m_pbData;
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// If this frame is part of a managed frame pool, this
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// member will be non-null.
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CFramePool* m_pFramePool;
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// If this frame is part of a managed frame pool, this
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// points to the "primary" pointer to this frame.
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// When the frame is unlocked, and therefore returned
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// to the pool, the pointer this member points to will
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// be set to null. This action is protected by the
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// critical section passed to the class.
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CFrame** m_ppfrPrimary;
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// A flag to indicate if this frame was "lost". This is
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// used to distinguish the silent frames pulled from the
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// queue between messages from the dead space caused by
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// a known lost packet.
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bool m_fIsLost;
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// don't allow copy construction or assignment of these
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// structures, as this would kill our performance, and
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// we don't want to do it by accident
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CFrame(const CFrame& fr);
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CFrame& operator=(const CFrame& fr);
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public:
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// This constructor sets all the frame's info, and allocates
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// the data buffer, but does not set the data inside the buffer
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// to anything. Defaults are provided for all the parameters
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// except for the frame size. Note: no default constructor,
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// since you must specify the frame size.
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CFrame(WORD wFrameSize,
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WORD wClientNum = 0,
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BYTE wSeqNum = 0,
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BYTE bMsgNum = 0,
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BYTE bIsSilence = 0,
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CFramePool *pFramePool = NULL,
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DNCRITICAL_SECTION* pCriticalSection = NULL,
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CFrame** ppfrPrimary = NULL);
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// A frame which manages user ownded memory
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CFrame();
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// The destructor cleans up the memory allocated by the
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// constructor
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~CFrame();
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inline DWORD GetNumTargets() const { return m_dwNumTargets; };
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inline const PDVID const GetTargetList() const { return m_pdvidTargets; };
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// Length of the data within the buffer
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WORD GetFrameLength() const { return m_wFrameLength; }
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// returns the frame size, (the length of the data buffer)
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WORD GetFrameSize() const { return m_wFrameSize; }
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HRESULT SetEqual( const CFrame &frSourceFrame );
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// These are just a bunch of set and get functions for
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// the simple parts of the class, the client id, the
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// sequence number, the silence flag, etc.
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HRESULT GetTargets( PDVID pdvidTargets, PDWORD pdwNumTargets ) const;
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HRESULT SetTargets( PDVID pdvidTargets, DWORD dwNumTargets );
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BYTE GetMsgNum() const { return m_bMsgNum; }
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void SetMsgNum( BYTE msgNum ) { m_bMsgNum = msgNum; }
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void SetClientId(WORD wClientId) { m_wClientId = wClientId; }
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WORD GetClientId() const { return m_wClientId; }
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void SetSeqNum(BYTE wSeqNum) { m_wSeqNum = wSeqNum; }
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BYTE GetSeqNum() const { return m_wSeqNum; }
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void SetIsSilence(BYTE bIsSilence) { m_bIsSilence = bIsSilence; }
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void SetFrameLength(const WORD &length) { m_wFrameLength = length; }
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BYTE GetIsSilence() const { return m_bIsSilence; }
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bool GetIsLost() const { return m_fIsLost; }
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void SetIsLost(bool fIsLost) { m_fIsLost = fIsLost; }
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// Now we have the functions which handle the data. This
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// class is pretty trusting, because it will give out the
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// pointer to it's data. This is to avoid all non-required
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// buffer copies. For example, when you hand a buffer to
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// a wave in function, you can give it the pointer to this
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// buffer, and it will fill in the frame's buffer directly.
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// Between this function and the GetFrameSize() and
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// GetFrameLength() functions, you can do anything you want
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// with the buffer.
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BYTE* GetDataPointer() const { return m_pbData; }
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// This copies the data from another frame into this frame
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void CopyData(const CFrame& fr)
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{
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memcpy(m_pbData, fr.GetDataPointer(), fr.GetFrameLength() );
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m_wFrameLength = fr.GetFrameLength();
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}
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void UserOwn_SetData( BYTE *pbData, DWORD dwLength )
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{
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m_pbData = pbData;
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m_wFrameLength = dwLength;
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m_wFrameSize = dwLength;
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}
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void UserOwn_SetTargets( PDVID pdvidTargets, DWORD dwNumTargets )
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{
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m_pdvidTargets = pdvidTargets;
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m_dwNumTargets = dwNumTargets;
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m_dwMaxTargets = dwNumTargets;
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}
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// This copies data from a buffer into this frame's
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// buffer.
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void CopyData(const BYTE* pbData, WORD wFrameLength);
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// If this frame is part of a frame pool managed by a
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// CFramePool object, then call this function when you
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// are done with the frame and want to return it to the
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// pool.
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void Return();
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void SetCriticalSection(DNCRITICAL_SECTION* pCrit) { m_pCriticalSection = pCrit; }
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void SetPrimaryPointer(CFrame** ppfrPrimary) { m_ppfrPrimary = ppfrPrimary; }
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void SetFramePool(CFramePool* pFramePool) { m_pFramePool = pFramePool; }
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};
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// This class manages a pool of frames, to reduce memory requirements.
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// Only a few buffers are actually in use at any time by the queue
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// class, and yet it may have to allocate hundreds of them unless
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// a class such as this is used to manage their reuse.
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volatile class CFramePool
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{
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private:
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// the pool is simply a vector of frame objects
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std::vector<CFrame *> m_vpfrPool;
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// All the frames in the pool must be the same size,
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// which is stored here.
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WORD m_wFrameSize;
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// This critical section is used to exclude the Get()
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// and return members from each other.
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DNCRITICAL_SECTION m_lock;
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BOOL m_fCritSecInited;
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public:
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// Each frame pool manages frames of a certain size,
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// so they can be easily reused. If you need multiple
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// different frame sizes, you'll need more than one
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// frame pool.
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CFramePool(WORD wFrameSize);
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~CFramePool();
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BOOL Init()
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{
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if (DNInitializeCriticalSection( &m_lock ))
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{
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m_fCritSecInited = TRUE;
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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// Use Get to retrieve a frame from the pool. ppfrPrimary
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// is a pointer to a point that you want set to null when
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// this frame is returned to the pool. pCriticalSection
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// points to a critical section that will be entered before
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// setting the pointer to null, and left after setting the
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// pointer to null. This is so external classes (such as
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// CInnerQueue) can pass in a critical section that they also
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// use to before examining the pointer referred to by ppfrPrimary
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CFrame* Get(DNCRITICAL_SECTION* pCriticalSection, CFrame** ppfrPrimary);
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// Call Return to give a frame back to the frame pool.
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// This may set a pointer to null and enter a critical
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// section, as described in Get() above.
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void Return(CFrame* pFrame);
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};
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#endif /* _FRAME_H_ */
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