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Adapted to event synchronization changes.
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@ -682,7 +682,6 @@ BOOL TASK_Reschedule(void)
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TDB *pOldTask = NULL, *pNewTask;
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HTASK16 hTask = 0;
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STACK16FRAME *newframe16;
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BOOL pending = FALSE;
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/* Get the initial task up and running */
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if (!hCurrentTask && GetCurrentTask())
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@ -743,10 +742,6 @@ BOOL TASK_Reschedule(void)
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pOldTask->hYieldTo = 0;
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}
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/* extract hardware events only! */
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if (!hTask) pending = EVENT_WaitNetEvent( FALSE, TRUE );
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while (!hTask)
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{
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/* Find a task that has an event pending */
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@ -764,10 +759,6 @@ BOOL TASK_Reschedule(void)
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if (hLockedTask && (hTask != hLockedTask)) hTask = 0;
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if (hTask) break;
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/* If a non-hardware event is pending, return to TASK_YieldToSystem
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temporarily to process it safely */
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if (pending) return TRUE;
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/* No task found, wait for some events to come in */
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/* NOTE: We release the Win16Lock while waiting for events. This is to enable
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@ -776,7 +767,7 @@ BOOL TASK_Reschedule(void)
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TASK_Reschedule anyway, there should be no re-entrancy problem ... */
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SYSLEVEL_ReleaseWin16Lock();
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pending = EVENT_WaitNetEvent( TRUE, TRUE );
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EVENT_WaitNetEvent( );
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SYSLEVEL_RestoreWin16Lock();
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}
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@ -850,24 +841,9 @@ static void TASK_YieldToSystem( void )
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return;
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}
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if ( Callbacks->CallTaskRescheduleProc() )
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{
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/* NOTE: We get here only when no task has an event. This means also
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the current task, so we shouldn't actually return to the
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caller here. But, we need to do so, as the EVENT_WaitNetEvent
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call could lead to a complex series of inter-task SendMessage
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calls which might leave this task in a state where it again
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has no event, but where its queue's wakeMask is also reset
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to zero. Reentering TASK_Reschedule in this state would be
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suicide. Hence, we do return to the caller after processing
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non-hardware events. Actually, this should not hurt anyone,
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as the caller must be WaitEvent, and thus the QUEUE_WaitBits
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loop in USER. Should there actually be no message pending
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for this task after processing non-hardware events, that loop
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will simply return to WaitEvent. */
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EVENT_WaitNetEvent( FALSE, FALSE );
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}
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EVENT_Synchronize( FALSE );
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Callbacks->CallTaskRescheduleProc();
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}
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@ -13,6 +13,8 @@
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#include "thread.h"
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#include "winerror.h"
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#include "syslevel.h"
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#include "message.h"
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#include "x11drv.h"
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#include "server.h"
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#include "debug.h"
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@ -84,6 +86,20 @@ DWORD WINAPI WaitForMultipleObjectsEx( DWORD count, const HANDLE *handles,
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return WAIT_FAILED;
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}
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/* FIXME: This is extremely ugly, but needed to avoid endless
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* recursion due to EVENT_Synchronize itself using
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* EnterCriticalSection( &X11DRV_CritSection ) ...
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*/
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if ( count == 0 || handles[0] != X11DRV_CritSection.LockSemaphore )
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{
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/* Before we might possibly block, we need to push outstanding
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* graphics output to the X server ... This needs to be done
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* here so that it also works with native USER.
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*/
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if ( timeout != 0 )
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EVENT_Synchronize( FALSE );
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}
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for (i = 0; i < count; i++) server_handle[i] = handles[i];
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req.count = count;
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