bool endOfRoad(int pos_X, int pos_Y, Road road) { if (pos_X >= 24 || pos_Y >= 24 || pos_X <= 0 || pos_Y <= 0) { road.GetRoadMutex(pos_X, pos_Y).WaitOne(); road.setSpaceFree(pos_X, pos_Y); road.GetRoadMutex(pos_X, pos_Y).ReleaseMutex(); return(true); } return(false); }
bool singleMove() { step(); road.GetRoadMutex(next_pos_X, next_pos_Y).WaitOne(); if (road.checkSpace(next_pos_X, next_pos_Y)) { //you can go into next_pos //zajmij miejsce ,zmien miejsce, zwolnij stare miejsce road.setSpaceOccupied(next_pos_X, next_pos_Y); old_pos_X = pos_X; old_pos_Y = pos_Y; pos_X = next_pos_X; pos_Y = next_pos_Y; shouldFree = true; } else { shouldFree = false; } road.GetRoadMutex(next_pos_X, next_pos_Y).ReleaseMutex(); //avoiding nested mutex lock!!! if (shouldFree) {// road.GetRoadMutex(old_pos_X, old_pos_Y).WaitOne(); road.setSpaceFree(old_pos_X, old_pos_Y); road.GetRoadMutex(old_pos_X, old_pos_Y).ReleaseMutex(); if (pos_X == 13 && pos_Y == 11) { unlockYourLane(road); } if (pos_X == 14 && pos_Y == 13) { unlockYourLane(road); } if (pos_X == 11 && pos_Y == 12) { unlockYourLane(road); } if (pos_X == 12 && pos_Y == 14) { unlockYourLane(road); } return(true); } return(false); }
private void GenerateCarsProc() { int MAX_CAR_NUMBER = simRoad.getMAX_CAR_NUMBER(); //int CURRENT_CAR_NUMBER = 0; int frequency = 200; int genX = 0; int genY = 0; CarPos newCarPos = CarPos.TOP; CarDirection newCarDir = CarDirection.FORWARD; while (getPrun()) { //zmienic na dopoki kolejka ma symbole if (simRoad.getQueueLength() > 0)//CURRENT_CAR_NUMBER < MAX_CAR_NUMBER) { //losuj carPos int temp = 0; lock (randLock) { temp = rand.Next() % 4; } switch (temp) { case 0: newCarPos = CarPos.TOP; break; case 1: newCarPos = CarPos.RIGHT; break; case 2: newCarPos = CarPos.BOTTOM; break; case 3: newCarPos = CarPos.LEFT; break; } genX = simRoad.getStartPointX(newCarPos); genY = simRoad.getStartPointY(newCarPos); simRoad.GetRoadMutex(genX, genY).WaitOne(); // ::::::::::: if (simRoad.checkSpace(genX, genY)) { lock (randLock) { temp = rand.Next() % 3; } switch (temp) { case 0: newCarDir = CarDirection.FORWARD; break; case 1: newCarDir = CarDirection.TURN_LEFT; break; case 2: newCarDir = CarDirection.TURN_RIGHT; break; } Car newCar = new Car(newCarPos, newCarDir, simRoad.popCharacter(), this, simRoad, godOfRoad); Thread newCarThread = new Thread(new ThreadStart(newCar.ThreadProc)); //newCarThread.Name= String.Format("{0}", i); newCarThread.Start(); newCar.setThread(newCarThread); cars.Add(newCar); //CURRENT_CAR_NUMBER++; } simRoad.GetRoadMutex(genX, genY).ReleaseMutex(); } Thread.Sleep(frequency); } }