123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284 |
- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "precompiled.h"
- /*
- ================================================================================================
- Contains the vartious ThreadingClass implementations.
- ================================================================================================
- */
- /*
- ================================================================================================
- idSysThread
- ================================================================================================
- */
- /*
- ========================
- idSysThread::idSysThread
- ========================
- */
- idSysThread::idSysThread() :
- threadHandle( 0 ),
- isWorker( false ),
- isRunning( false ),
- isTerminating( false ),
- moreWorkToDo( false ),
- signalWorkerDone( true ) {
- }
- /*
- ========================
- idSysThread::~idSysThread
- ========================
- */
- idSysThread::~idSysThread() {
- StopThread( true );
- if ( threadHandle ) {
- Sys_DestroyThread( threadHandle );
- }
- }
- /*
- ========================
- idSysThread::StartThread
- ========================
- */
- bool idSysThread::StartThread( const char * name_, core_t core, xthreadPriority priority, int stackSize ) {
- if ( isRunning ) {
- return false;
- }
- name = name_;
- isTerminating = false;
- if ( threadHandle ) {
- Sys_DestroyThread( threadHandle );
- }
- threadHandle = Sys_CreateThread( (xthread_t)ThreadProc, this, priority, name, core, stackSize, false );
- isRunning = true;
- return true;
- }
- /*
- ========================
- idSysThread::StartWorkerThread
- ========================
- */
- bool idSysThread::StartWorkerThread( const char * name_, core_t core, xthreadPriority priority, int stackSize ) {
- if ( isRunning ) {
- return false;
- }
- isWorker = true;
- bool result = StartThread( name_, core, priority, stackSize );
- signalWorkerDone.Wait( idSysSignal::WAIT_INFINITE );
- return result;
- }
- /*
- ========================
- idSysThread::StopThread
- ========================
- */
- void idSysThread::StopThread( bool wait ) {
- if ( !isRunning ) {
- return;
- }
- if ( isWorker ) {
- signalMutex.Lock();
- moreWorkToDo = true;
- signalWorkerDone.Clear();
- isTerminating = true;
- signalMoreWorkToDo.Raise();
- signalMutex.Unlock();
- } else {
- isTerminating = true;
- }
- if ( wait ) {
- WaitForThread();
- }
- }
- /*
- ========================
- idSysThread::WaitForThread
- ========================
- */
- void idSysThread::WaitForThread() {
- if ( isWorker ) {
- signalWorkerDone.Wait( idSysSignal::WAIT_INFINITE );
- } else if ( isRunning ) {
- Sys_DestroyThread( threadHandle );
- threadHandle = 0;
- }
- }
- /*
- ========================
- idSysThread::SignalWork
- ========================
- */
- void idSysThread::SignalWork() {
- if ( isWorker ) {
- signalMutex.Lock();
- moreWorkToDo = true;
- signalWorkerDone.Clear();
- signalMoreWorkToDo.Raise();
- signalMutex.Unlock();
- }
- }
- /*
- ========================
- idSysThread::IsWorkDone
- ========================
- */
- bool idSysThread::IsWorkDone() {
- if ( isWorker ) {
- // a timeout of 0 will return immediately with true if signaled
- if ( signalWorkerDone.Wait( 0 ) ) {
- return true;
- }
- }
- return false;
- }
- /*
- ========================
- idSysThread::ThreadProc
- ========================
- */
- int idSysThread::ThreadProc( idSysThread * thread ) {
- int retVal = 0;
- try {
- if ( thread->isWorker ) {
- for( ; ; ) {
- thread->signalMutex.Lock();
- if ( thread->moreWorkToDo ) {
- thread->moreWorkToDo = false;
- thread->signalMoreWorkToDo.Clear();
- thread->signalMutex.Unlock();
- } else {
- thread->signalWorkerDone.Raise();
- thread->signalMutex.Unlock();
- thread->signalMoreWorkToDo.Wait( idSysSignal::WAIT_INFINITE );
- continue;
- }
- if ( thread->isTerminating ) {
- break;
- }
- retVal = thread->Run();
- }
- thread->signalWorkerDone.Raise();
- } else {
- retVal = thread->Run();
- }
- } catch ( idException & ex ) {
- idLib::Warning( "Fatal error in thread %s: %s", thread->GetName(), ex.GetError() );
- // We don't handle threads terminating unexpectedly very well, so just terminate the whole process
- _exit( 0 );
- }
- thread->isRunning = false;
- return retVal;
- }
- /*
- ========================
- idSysThread::Run
- ========================
- */
- int idSysThread::Run() {
- // The Run() is not pure virtual because on destruction of a derived class
- // the virtual function pointer will be set to NULL before the idSysThread
- // destructor actually stops the thread.
- return 0;
- }
- /*
- ================================================================================================
- test
- ================================================================================================
- */
- /*
- ================================================
- idMyThread test class.
- ================================================
- */
- class idMyThread : public idSysThread {
- public:
- virtual int Run() {
- // run threaded code here
- return 0;
- }
- // specify thread data here
- };
- /*
- ========================
- TestThread
- ========================
- */
- void TestThread() {
- idMyThread thread;
- thread.StartThread( "myThread", CORE_ANY );
- }
- /*
- ========================
- TestWorkers
- ========================
- */
- void TestWorkers() {
- idSysWorkerThreadGroup<idMyThread> workers( "myWorkers", 4 );
- for ( ; ; ) {
- for ( int i = 0; i < workers.GetNumThreads(); i++ ) {
- // workers.GetThread( i )-> // setup work for this thread
- }
- workers.SignalWorkAndWait();
- }
- }
|