/*************************************************************************/
/*  semaphore_windows.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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#include "semaphore_windows.h"

#if defined(WINDOWS_ENABLED)

#include "core/os/memory.h"

Error SemaphoreWindows::wait() {

	WaitForSingleObjectEx(semaphore, INFINITE, false);
	return OK;
}
Error SemaphoreWindows::post() {

	ReleaseSemaphore(semaphore, 1, NULL);
	return OK;
}
int SemaphoreWindows::get() const {
	long previous;
	switch (WaitForSingleObjectEx(semaphore, 0, false)) {
		case WAIT_OBJECT_0: {
			ERR_FAIL_COND_V(!ReleaseSemaphore(semaphore, 1, &previous), -1);
			return previous + 1;
		} break;
		case WAIT_TIMEOUT: {
			return 0;
		} break;
		default: {}
	}

	ERR_FAIL_V(-1);
}

Semaphore *SemaphoreWindows::create_semaphore_windows() {

	return memnew(SemaphoreWindows);
}

void SemaphoreWindows::make_default() {

	create_func = create_semaphore_windows;
}

SemaphoreWindows::SemaphoreWindows() {

#ifdef UWP_ENABLED
	semaphore = CreateSemaphoreEx(
			NULL,
			0,
			0xFFFFFFF, //wathever
			NULL,
			0,
			SEMAPHORE_ALL_ACCESS);
#else
	semaphore = CreateSemaphore(
			NULL,
			0,
			0xFFFFFFF, //wathever
			NULL);
#endif
}

SemaphoreWindows::~SemaphoreWindows() {

	CloseHandle(semaphore);
}

#endif