/*
* Ascent MMORPG Server
* Copyright (C) 2005-2007 Ascent Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
#ifndef _THREADING_LOCKED_QUEUE_H
#define _THREADING_LOCKED_QUEUE_H
#include "Mutex.h"
#include
template
class LockedQueue
{
public:
~LockedQueue()
{
}
inline void add(const TYPE& element)
{
mutex.Acquire();
queue.push_back(element);
mutex.Release();
}
inline TYPE next()
{
mutex.Acquire();
assert(queue.size() > 0);
TYPE t = queue.front();
queue.pop_front();
mutex.Release();
return t;
}
inline uint32 size()
{
mutex.Acquire();
uint32 c = queue.size();
mutex.Release();
return c;
}
inline TYPE get_first_element()
{
mutex.Acquire();
TYPE t;
if(queue.size() == 0)
t = reinterpret_cast(0);
else
t = queue.front();
mutex.Release();
return t;
}
inline void pop()
{
mutex.Acquire();
ASSERT(queue.size() > 0);
queue.pop_front();
mutex.Release();
}
protected:
std::deque queue;
Mutex mutex;
};
#endif