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- /**************************************************************************/
- /* thread.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "platform_config.h"
- // Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
- // to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h`
- // Overriding the platform implementation is required in some proprietary platforms
- #ifdef PLATFORM_THREAD_OVERRIDE
- #include "platform_thread.h"
- #else
- #ifndef THREAD_H
- #define THREAD_H
- #include "core/templates/safe_refcount.h"
- #include "core/typedefs.h"
- #include <thread>
- class String;
- class Thread {
- public:
- typedef void (*Callback)(void *p_userdata);
- typedef uint64_t ID;
- enum : ID {
- UNASSIGNED_ID = 0,
- MAIN_ID = 1
- };
- enum Priority {
- PRIORITY_LOW,
- PRIORITY_NORMAL,
- PRIORITY_HIGH
- };
- struct Settings {
- Priority priority;
- Settings() { priority = PRIORITY_NORMAL; }
- };
- struct PlatformFunctions {
- Error (*set_name)(const String &) = nullptr;
- void (*set_priority)(Thread::Priority) = nullptr;
- void (*init)() = nullptr;
- void (*wrapper)(Thread::Callback, void *) = nullptr;
- void (*term)() = nullptr;
- };
- private:
- friend class Main;
- ID id = UNASSIGNED_ID;
- static SafeNumeric<uint64_t> id_counter;
- static thread_local ID caller_id;
- std::thread thread;
- static void callback(ID p_caller_id, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata);
- static PlatformFunctions platform_functions;
- static void make_main_thread() { caller_id = MAIN_ID; }
- static void release_main_thread() { caller_id = UNASSIGNED_ID; }
- public:
- static void _set_platform_functions(const PlatformFunctions &p_functions);
- _FORCE_INLINE_ ID get_id() const { return id; }
- // get the ID of the caller thread
- _FORCE_INLINE_ static ID get_caller_id() {
- if (unlikely(caller_id == UNASSIGNED_ID)) {
- caller_id = id_counter.increment();
- }
- return caller_id;
- }
- // get the ID of the main thread
- _FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; }
- _FORCE_INLINE_ static bool is_main_thread() { return caller_id == MAIN_ID; } // Gain a tiny bit of perf here because there is no need to validate caller_id here, because only main thread will be set as 1.
- static Error set_name(const String &p_name);
- ID start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings());
- bool is_started() const;
- ///< waits until thread is finished, and deallocates it.
- void wait_to_finish();
- Thread();
- ~Thread();
- };
- #endif // THREAD_H
- #endif // PLATFORM_THREAD_OVERRIDE
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