sourcemod/core/thread/ThreadWorker.cpp
Scott Ehlert a1009aed38 Updated license headers on virtually all files with extremely minor changes in the name of some sort of strange consistency.
All plugin and include file headers also have been changed to say about GPL3 instead of GPL2.

(This day shall henceforth be known as the Eighty Column Massacre of '07)

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401336
2007-08-15 06:19:30 +00:00

321 lines
6.6 KiB
C++

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod
* Copyright (C) 2004-2007 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#include "ThreadWorker.h"
ThreadWorker::ThreadWorker(IThreadWorkerCallbacks *hooks) : BaseWorker(hooks),
m_Threader(NULL),
m_QueueLock(NULL),
m_StateLock(NULL),
m_PauseSignal(NULL),
m_AddSignal(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),
m_QueueLock(NULL),
m_StateLock(NULL),
m_PauseSignal(NULL),
m_AddSignal(NULL),
me(NULL),
m_think_time(thinktime)
{
if (m_Threader)
{
m_state = Worker_Stopped;
} else {
m_state = 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)
{
WorkerState this_state = Worker_Running;
size_t num;
if (m_pHooks)
{
m_pHooks->OnWorkerStart(this);
}
while (true)
{
/**
* Check number of items in the queue
*/
m_StateLock->Lock();
this_state = m_state;
m_StateLock->Unlock();
if (this_state != Worker_Stopped)
{
m_QueueLock->Lock();
num = m_ThreadQueue.size();
if (!num)
{
/**
* if none, wait for an item
*/
m_Waiting = true;
m_QueueLock->Unlock();
/* first check if we should end again */
if (this_state == Worker_Stopped)
{
break;
}
m_AddSignal->Wait();
m_Waiting = false;
} else {
m_QueueLock->Unlock();
}
}
m_StateLock->Lock();
this_state = m_state;
m_StateLock->Unlock();
if (this_state != Worker_Running)
{
if (this_state == Worker_Paused || this_state == Worker_Stopped)
{
//wait until the lock is cleared.
if (this_state == Worker_Paused)
{
m_PauseSignal->Wait();
}
if (this_state == Worker_Stopped)
{
//if we're supposed to flush cleanrly,
// run all of the remaining frames first.
if (!m_FlushType)
{
while (m_ThreadQueue.size())
{
RunFrame();
}
}
break;
}
}
}
/**
* Run the frame.
*/
RunFrame();
/**
* wait in between threads if specified
*/
if (m_think_time)
{
m_Threader->ThreadSleep(m_think_time);
}
}
if (m_pHooks)
{
m_pHooks->OnWorkerStop(this);
}
}
SWThreadHandle *ThreadWorker::PopThreadFromQueue()
{
if (m_state <= Worker_Stopped && !m_QueueLock)
{
return NULL;
}
SWThreadHandle *swt;
m_QueueLock->Lock();
swt = BaseWorker::PopThreadFromQueue();
m_QueueLock->Unlock();
return swt;
}
void ThreadWorker::AddThreadToQueue(SWThreadHandle *pHandle)
{
if (m_state <= Worker_Stopped)
{
return;
}
m_QueueLock->Lock();
BaseWorker::AddThreadToQueue(pHandle);
if (m_Waiting)
{
m_AddSignal->Signal();
}
m_QueueLock->Unlock();
}
WorkerState ThreadWorker::GetStatus(unsigned int *threads)
{
WorkerState state;
m_StateLock->Lock();
state = BaseWorker::GetStatus(threads);
m_StateLock->Unlock();
return state;
}
bool ThreadWorker::Start()
{
if (m_state == Worker_Invalid)
{
if (m_Threader == NULL)
{
return false;
}
} else if (m_state != Worker_Stopped) {
return false;
}
m_Waiting = false;
m_QueueLock = m_Threader->MakeMutex();
m_StateLock = m_Threader->MakeMutex();
m_PauseSignal = m_Threader->MakeEventSignal();
m_AddSignal = m_Threader->MakeEventSignal();
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)
{
if (m_state == Worker_Invalid || m_state == Worker_Stopped)
{
return false;
}
WorkerState oldstate;
//set new state
m_StateLock->Lock();
oldstate = m_state;
m_state = Worker_Stopped;
m_FlushType = flush_cancel;
m_StateLock->Unlock();
if (oldstate == Worker_Paused)
{
Unpause();
} else {
m_QueueLock->Lock();
if (m_Waiting)
{
m_AddSignal->Signal();
}
m_QueueLock->Unlock();
}
me->WaitForThread();
//destroy it
me->DestroyThis();
//flush all remaining events
Flush(true);
//free mutex locks
m_QueueLock->DestroyThis();
m_StateLock->DestroyThis();
m_PauseSignal->DestroyThis();
m_AddSignal->DestroyThis();
//invalidizzle
m_QueueLock = NULL;
m_StateLock = NULL;
m_PauseSignal = NULL;
m_AddSignal = NULL;
me = NULL;
return true;
}
bool ThreadWorker::Pause()
{
if (m_state != Worker_Running)
{
return false;
}
m_StateLock->Lock();
m_state = Worker_Paused;
m_StateLock->Unlock();
return true;
}
bool ThreadWorker::Unpause()
{
if (m_state != Worker_Paused)
{
return false;
}
m_StateLock->Lock();
m_state = Worker_Running;
m_StateLock->Unlock();
m_PauseSignal->Signal();
if (m_Waiting)
{
m_AddSignal->Signal();
}
return true;
}