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// Copyright (C) 2001-2003
// William E. Kempf
//
// Distributed under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
#undef BOOST_THREAD_VERSION
#define BOOST_THREAD_VERSION 2
#include <boost/thread/mutex.hpp>
#include <boost/thread/condition.hpp>
#include <boost/thread/thread_only.hpp>
#include <boost/thread/xtime.hpp>
#include <iostream>
#if defined(BOOST_HAS_WINTHREADS)
# include <windows.h>
# include <process.h>
#endif
enum game_state
{
START,
PLAYER_A,
PLAYER_B,
GAME_OVER,
ONE_PLAYER_GONE,
BOTH_PLAYERS_GONE
};
int state;
boost::mutex mutex;
boost::condition cond;
const char* player_name(int state)
{
if (state == PLAYER_A)
return "PLAYER-A";
if (state == PLAYER_B)
return "PLAYER-B";
throw "bad player";
//return 0;
}
void player(int active)
{
boost::unique_lock<boost::mutex> lock(mutex);
int other = active == PLAYER_A ? PLAYER_B : PLAYER_A;
while (state < GAME_OVER)
{
//std::cout << player_name(active) << ": Play." << std::endl;
state = other;
cond.notify_all();
do
{
cond.wait(lock);
if (state == other)
{
std::cout << "---" << player_name(active)
<< ": Spurious wakeup!" << std::endl;
}
} while (state == other);
}
++state;
std::cout << player_name(active) << ": Gone." << std::endl;
cond.notify_all();
}
struct thread_adapt
{
thread_adapt(void (*func)(void*), void* param)
: _func(func), _param(param)
{
}
int operator()() const
{
_func(_param);
return 0;
}
void (*_func)(void*);
void* _param;
};
class thread_adapter
{
public:
thread_adapter(void (*func)(void*), void* param)
: _func(func), _param(param)
{
}
void operator()() const { _func(_param); }
private:
void (*_func)(void*);
void* _param;
};
int main()
{
state = START;
boost::thread thrda(&player, PLAYER_A);
boost::thread thrdb(&player, PLAYER_B);
boost::xtime xt;
boost::xtime_get(&xt, boost::TIME_UTC_);
xt.sec += 1;
boost::thread::sleep(xt);
{
boost::unique_lock<boost::mutex> lock(mutex);
std::cout << "---Noise ON..." << std::endl;
}
for (int i = 0; i < 10; ++i)
cond.notify_all();
{
boost::unique_lock<boost::mutex> lock(mutex);
std::cout << "---Noise OFF..." << std::endl;
state = GAME_OVER;
cond.notify_all();
do
{
cond.wait(lock);
} while (state != BOTH_PLAYERS_GONE);
}
std::cout << "GAME OVER" << std::endl;
thrda.join();
thrdb.join();
return 0;
}
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