// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef NP_WRITE_CHECK_H #define NP_WRITE_CHECK_H #include "foundation/PxSimpleTypes.h" namespace physx { class NpScene; // RAII wrapper around the PxScene::startWrite() method, note that this // object does not acquire any scene locks, it is an error checking only mechanism class NpWriteCheck { public: NpWriteCheck(NpScene* scene, const char* functionName, bool allowReentry=true); ~NpWriteCheck(); private: NpScene* mScene; const char* mName; bool mAllowReentry; PxU32 mErrorCount; }; #if PX_DEBUG || PX_CHECKED // Creates a scoped write check object that detects whether appropriate scene locks // have been acquired and checks if reads/writes overlap, this macro should typically // be placed at the beginning of any non-const API methods that are not multi-thread safe. // By default re-entrant write calls by the same thread are allowed, the error conditions // checked can be summarized as: // 1. PxSceneFlag::eREQUIRE_RW_LOCK was specified but PxScene::lockWrite() was not yet called // 2. Other threads were already reading, or began reading during the object lifetime // 3. Other threads were already writing, or began writing during the object lifetime #define NP_WRITE_CHECK(npScenePtr) NpWriteCheck npWriteCheck(npScenePtr, __FUNCTION__); // Creates a scoped write check object that disallows re-entrant writes, this is used by // the NpScene::simulate method to detect when callbacks make write calls to the API #define NP_WRITE_CHECK_NOREENTRY(npScenePtr) NpWriteCheck npWriteCheck(npScenePtr, __FUNCTION__, false); #else #define NP_WRITE_CHECK(npScenePtr) #define NP_WRITE_CHECK_NOREENTRY(npScenePtr) #endif } #endif // NP_WRITE_CHECK_H