- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
(extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
BT game source (never mixed into CODE/). Round 1-3 state:
* 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
(BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
since 1996.
* BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
its binary-recorded line 400 exactly.
* BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
(Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
TeamScore=12 flagged [T4]).
* MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
(VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
the period compiler is the drift detector).
* Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
(per-TU verification sweep under authentic OPT.MAK flags).
* README: corrected roadmap - MECH.HPP is the capstone grown with the mech
TU reconstructions; BTREG.CPP green = the header-family milestone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
91 lines
2.3 KiB
C++
91 lines
2.3 KiB
C++
// ---------------------------------------------------------------------------
|
|
// Copyright (C) 1994 Borland International
|
|
// thread.cpp
|
|
// Demonstrates the container class libraries' implementation
|
|
// of TThread and TCriticalSection.
|
|
// It also uses the WINNT's signalling of events to handle
|
|
// synchronization.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
#include <windows.h>
|
|
#include <iostream.h>
|
|
#include <classlib/thread.h>
|
|
|
|
// prevent cout from being interrupted
|
|
TCriticalSection CS;
|
|
|
|
// prevent process thread from ending too soon
|
|
const int NumThreads = 2;
|
|
HANDLE Events[NumThreads];
|
|
|
|
//
|
|
// class Thread
|
|
//
|
|
class Thread : public TThread
|
|
{
|
|
public:
|
|
Thread( int id) : Id(id), Count(0) {}
|
|
|
|
private:
|
|
unsigned long Run();
|
|
int Id;
|
|
int Count;
|
|
};
|
|
|
|
unsigned long Thread::Run()
|
|
{
|
|
while (Count++ < 10)
|
|
{
|
|
Sleep(100); // let other thread have some time
|
|
// don't let cout be interrupted
|
|
TCriticalSection::Lock lock(CS);
|
|
cout << "[Thread" << Id << "] Iteration " << Count << endl;
|
|
}
|
|
SetEvent(Events[Id]); // Tell main thread I'm done
|
|
return 0;
|
|
}
|
|
|
|
int main()
|
|
{
|
|
try {
|
|
int i;
|
|
DWORD ErrCode;
|
|
|
|
for (i=0; i<NumThreads; i++)
|
|
{
|
|
Events[i] = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
if( Events[i] == NULL )
|
|
throw(GetLastError());
|
|
}
|
|
|
|
// create threads
|
|
Thread a(0);
|
|
Thread b(1);
|
|
|
|
// start the threads
|
|
a.Start();
|
|
b.Start();
|
|
|
|
// change priority of threads
|
|
a.SetPriority(THREAD_PRIORITY_NORMAL);
|
|
b.SetPriority(THREAD_PRIORITY_ABOVE_NORMAL);
|
|
|
|
// threads have now started, wait until they're done.
|
|
ErrCode = WaitForMultipleObjects(NumThreads, Events, TRUE, INFINITE);
|
|
if( ErrCode == DWORD(-1) )
|
|
throw(GetLastError());
|
|
|
|
// here if done.
|
|
for( i=0; i<NumThreads; i++ )
|
|
CloseHandle(Events[i]);
|
|
|
|
cout << "Finished!" << endl;
|
|
}
|
|
catch (DWORD ErrCode)
|
|
{
|
|
// if any error
|
|
cout << "Errcode = " << ErrCode << endl;
|
|
}
|
|
return 0;
|
|
}
|