monitor2.cpp
4.67 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
/***************************************************************************
* Copyright (C) 2005 by Jeff Ferr *
* root@sat *
* *
* 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 2 of the License, or *
* (at your option) 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, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "jmonitor.h"
#include "jthread.h"
#include <stdio.h>
#include <assert.h>
enum GAME_STATE {
START_GAME,
PLAYER_A, // Player A playes the ball
PLAYER_B, // Player B playes the ball
GAME_OVER,
ONE_PLAYER_GONE,
BOTH_PLAYERS_GONE
};
enum GAME_STATE XGameState;
jthread::Monitor XGameStateChange;
class XPlayerA : public jthread::Thread {
public:
virtual void Run()
{
// For access to game state variable
XGameStateChange.Enter();
// Play loop
while ( XGameState < GAME_OVER ) {
// Play the ball
fprintf(stdout, "\nPLAYER-A\n");
//cout << endl << "PLAYER-A" << endl;
// Now its PLAYER-B's turn
XGameState = PLAYER_B;
// Signal to PLAYER-B that now it is his turn
XGameStateChange.Notify();
// Wait until PLAYER-B finishes playing the ball
do {
XGameStateChange.Wait();
if ( PLAYER_B == XGameState ) {
fprintf(stdout, "\n----PLAYER-A: SPURIOUS WAKEUP!!!\n");
//cout << endl << "----PLAYER-A: SPURIOUS WAKEUP!!!" << endl;
assert(0);
}
} while ( PLAYER_B == XGameState );
}
// PLAYER-A gone
XGameState = (GAME_STATE)(XGameState+1);
fprintf(stdout, "\nPLAYER-A GONE\n");
//cout << endl << "PLAYER-A GONE" << endl;
// No more access to state variable needed
XGameStateChange.Exit();
// Signal PLAYER-A gone event
XGameStateChange.NotifyAll();
}
};
class XPlayerB : public jthread::Thread {
public:
virtual void Run()
{
// For access to game state variable
XGameStateChange.Enter();
// Play loop
while ( XGameState < GAME_OVER ) {
// Play the ball
fprintf(stdout, "\nPLAYER-B\n");
//cout << endl << "PLAYER-B" << endl;
// Now its PLAYER-A's turn
XGameState = PLAYER_A;
// Signal to PLAYER-A that now it is his turn
XGameStateChange.Notify();
// Wait until PLAYER-A finishes playing the ball
do {
XGameStateChange.Wait();
if ( PLAYER_A == XGameState ) {
fprintf(stdout, "\n----PLAYER-B: SPURIOUS WAKEUP!!!\n");
//cout << endl << "----PLAYER-B: SPURIOUS WAKEUP!!!" << endl;
assert(0);
}
} while ( PLAYER_A == XGameState );
}
// PLAYER-B gone
XGameState = (GAME_STATE)(XGameState+1);
fprintf(stdout, "\nPLAYER-B GONE\n");
//cout << endl << "PLAYER-B GONE" << endl;
// No more access to state variable needed
XGameStateChange.Exit();
// Signal PLAYER-B gone event
XGameStateChange.NotifyAll();
}
};
int main()
{
// Set initial state
XGameState = START_GAME;
// Create players
jthread::Thread *playerA = new XPlayerA(),
*playerB = new XPlayerB();
playerA->Start();
playerB->Start();
// Give them 5 sec. to play
jthread::Thread::Sleep(5);
// Set game over state
XGameStateChange.Enter();
XGameState = GAME_OVER;
// Let them know
XGameStateChange.NotifyAll();
// Wait for players to stop
do {
XGameStateChange.Wait();
} while ( XGameState < BOTH_PLAYERS_GONE );
// Cleanup
fprintf(stdout, "\nGAME OVER\n");
//cout << endl << "GAME OVER" << endl;
XGameStateChange.Exit();
playerA->WaitThread();
playerB->WaitThread();
return 0;
}