/**
* vim: set ts=4 :
* =============================================================================
* SourceMod
* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program 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
* this program. If not, see .
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or .
*
* Version: $Id$
*/
#include "ThreadWorker.h"
ThreadWorker::ThreadWorker(IThreadWorkerCallbacks *hooks) : BaseWorker(hooks),
m_Threader(NULL),
me(NULL),
m_think_time(DEFAULT_THINK_TIME_MS)
{
m_state = Worker_Invalid;
}
ThreadWorker::ThreadWorker(IThreadWorkerCallbacks *hooks, IThreader *pThreader, unsigned int thinktime) :
BaseWorker(hooks),
m_Threader(pThreader),
me(NULL),
m_think_time(thinktime)
{
m_state = m_Threader ? Worker_Stopped : Worker_Invalid;
}
ThreadWorker::~ThreadWorker()
{
if (m_state != Worker_Stopped || m_state != Worker_Invalid)
Stop(true);
if (m_ThreadQueue.size())
Flush(true);
}
void ThreadWorker::OnTerminate(IThreadHandle *pHandle, bool cancel)
{
//we don't particularly care
return;
}
void ThreadWorker::RunThread(IThreadHandle *pHandle)
{
if (m_pHooks)
m_pHooks->OnWorkerStart(this);
ke::AutoLock lock(&monitor_);
while (true)
{
if (m_state == Worker_Paused)
{
// Wait until we're told to wake up.
monitor_.Wait();
continue;
}
if (m_state == Worker_Stopped)
{
// We've been told to stop entirely. If we've also been told to
// flush the queue, do that now.
while (!m_ThreadQueue.empty())
{
// Release the lock since PopThreadFromQueue() will re-acquire it. The
// main thread is blocking anyway.
ke::AutoUnlock unlock(&monitor_);
RunFrame();
}
assert(m_state == Worker_Stopped);
return;
}
assert(m_state == Worker_Running);
// Process one frame.
WorkerState oldstate = m_state;
{
ke::AutoUnlock unlock(&monitor_);
RunFrame();
}
// If the state changed, loop back and process the new state.
if (m_state != oldstate)
continue;
// If the thread queue is now empty, wait for a signal. Otherwise, if
// we're on a delay, wait for either a notification or a timeout to
// process the next item. If the queue has items and we don't have a
// delay, then we just loop around and keep processing.
if (m_ThreadQueue.empty())
monitor_.Wait();
else if (m_think_time)
monitor_.Wait(m_think_time);
}
{
ke::AutoUnlock unlock(&monitor_);
if (m_pHooks)
m_pHooks->OnWorkerStop(this);
}
}
SWThreadHandle *ThreadWorker::PopThreadFromQueue()
{
ke::AutoLock lock(&monitor_);
if (m_state <= Worker_Stopped)
return NULL;
return BaseWorker::PopThreadFromQueue();
}
void ThreadWorker::AddThreadToQueue(SWThreadHandle *pHandle)
{
ke::AutoLock lock(&monitor_);
if (m_state <= Worker_Stopped)
return;
BaseWorker::AddThreadToQueue(pHandle);
monitor_.Notify();
}
WorkerState ThreadWorker::GetStatus(unsigned int *threads)
{
ke::AutoLock lock(&monitor_);
return BaseWorker::GetStatus(threads);
}
void ThreadWorker::SetThinkTimePerFrame(unsigned int thinktime)
{
m_think_time = thinktime;
}
bool ThreadWorker::Start()
{
if (m_state == Worker_Invalid && m_Threader == NULL)
return false;
if (m_state != Worker_Stopped)
return false;
m_state = Worker_Running;
ThreadParams pt;
pt.flags = Thread_Default;
pt.prio = ThreadPrio_Normal;
me = m_Threader->MakeThread(this, &pt);
return true;
}
bool ThreadWorker::Stop(bool flush_cancel)
{
// Change the state to signal a stop, and then trigger a notify.
{
ke::AutoLock lock(&monitor_);
if (m_state == Worker_Invalid || m_state == Worker_Stopped)
return false;
m_state = Worker_Stopped;
m_FlushType = flush_cancel;
monitor_.Notify();
}
me->WaitForThread();
//destroy it
me->DestroyThis();
//flush all remaining events
Flush(true);
me = NULL;
return true;
}
bool ThreadWorker::Pause()
{
if (m_state != Worker_Running)
return false;
ke::AutoLock lock(&monitor_);
m_state = Worker_Paused;
monitor_.Notify();
return true;
}
bool ThreadWorker::Unpause()
{
if (m_state != Worker_Paused)
return false;
ke::AutoLock lock(&monitor_);
m_state = Worker_Running;
monitor_.Notify();
return true;
}