/*************************************************************************/
/*  mutex_windows.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
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/*************************************************************************/

#include "mutex_windows.h"

#include "core/os/memory.h"

#ifdef WINDOWS_ENABLED

void MutexWindows::lock() {

#ifdef WINDOWS_USE_MUTEX
	WaitForSingleObject(mutex, INFINITE);
#else
	EnterCriticalSection(&mutex);
#endif
}

void MutexWindows::unlock() {

#ifdef WINDOWS_USE_MUTEX
	ReleaseMutex(mutex);
#else
	LeaveCriticalSection(&mutex);
#endif
}

Error MutexWindows::try_lock() {

#ifdef WINDOWS_USE_MUTEX
	return (WaitForSingleObject(mutex, 0) == WAIT_TIMEOUT) ? ERR_BUSY : OK;
#else

	if (TryEnterCriticalSection(&mutex))
		return OK;
	else
		return ERR_BUSY;
#endif
}

Mutex *MutexWindows::create_func_windows(bool p_recursive) {

	return memnew(MutexWindows);
}

void MutexWindows::make_default() {

	create_func = create_func_windows;
}

MutexWindows::MutexWindows() {

#ifdef WINDOWS_USE_MUTEX
	mutex = CreateMutex(NULL, FALSE, NULL);
#else
#ifdef UWP_ENABLED
	InitializeCriticalSectionEx(&mutex, 0, 0);
#else
	InitializeCriticalSection(&mutex);
#endif
#endif
}

MutexWindows::~MutexWindows() {

#ifdef WINDOWS_USE_MUTEX
	CloseHandle(mutex);
#else

	DeleteCriticalSection(&mutex);
#endif
}

#endif
