// Save exit status
Thread->RetStatus = Status;
-
+
// Don't Zombie if we are being killed because our parent is
if(Status == -1)
{
Thread->Status = THREAD_STAT_DEAD;
Threads_AddToDelete( Thread );
+ SHORTREL( &glThreadListLock );
} else {
Thread->Status = THREAD_STAT_ZOMBIE;
+ SHORTREL( &glThreadListLock );
// Wake parent
Threads_Wake( Thread->Parent );
}
Log("Thread %i went *hurk* (%i)", Thread->TID, Status);
// Release spinlocks
- SHORTREL( &glThreadListLock );
SHORTREL( &Thread->IsLocked ); // TODO: We may not actually be released...
// And, reschedule
// Remove from sleeping queue
Threads_int_DelFromQueue(&gSleepingThreads, Thread);
+ SHORTREL( &glThreadListLock );
Threads_AddActive( Thread );
#if DEBUG_TRACE_STATE
Log("Threads_Sleep: %p (%i %s) woken", Thread, Thread->TID, Thread->ThreadName);
#endif
- SHORTREL( &glThreadListLock );
return -EOK;
case THREAD_STAT_SEMAPHORESLEEP: {
sem->LastSignaling = prev;
}
- SHORTLOCK( &glThreadListLock );
Threads_AddActive( Thread );
- SHORTREL( &glThreadListLock );
#if DEBUG_TRACE_STATE
Log("Threads_Sleep: %p(%i %s) woken from semaphore", Thread, Thread->TID, Thread->ThreadName);