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