libs-base/Source/NSThread.m

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/* Control of executable units within a shared virtual memory space
Copyright (C) 1996 Free Software Foundation, Inc.
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Original Author: Scott Christley <scottc@net-community.com>
Rewritten by: Andrew Kachites McCallum <mccallum@gnu.ai.mit.edu>
Created: 1996
This file is part of the GNUstep Objective-C Library.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include <config.h>
#include <Foundation/NSThread.h>
#include <Foundation/NSLock.h>
#include <Foundation/NSString.h>
#include <base/o_map.h>
#include <base/NotificationDispatcher.h>
// Class variables
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#define USING_THREAD_COLLECTION 0
#if USING_THREAD_COLLECTION
/* For managing the collection of all NSThread objects. Note, however,
threads that have not yet called +currentThread will not be in the
collection.
xxx Do we really need this collection anyway?
How about getting rid of it? */
static NSRecursiveLock *thread_lock;
static o_map_t thread_id_2_nsthread;
#endif
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/* Flag indicating whether the objc runtime ever went multi-threaded. */
static BOOL entered_multi_threaded_state;
void gnustep_base_thread_callback()
{
/* Post a notification if this is the first new thread to be created.
Won't work properly if threads are not all created by this class.
*/
if (!entered_multi_threaded_state)
{
entered_multi_threaded_state = YES;
[NotificationDispatcher
postNotificationName: NSBecomingMultiThreaded
object: nil];
}
}
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@implementation NSThread
// Class initialization
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+ (void) initialize
{
if (self == [NSThread class])
{
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#if USING_THREAD_COLLECTION
thread_id_2_nsthread = o_map_of_non_owned_void_p ();
thread_lock = [[[NSRecursiveLock alloc] init]
autorelease];
#endif
entered_multi_threaded_state = NO;
objc_set_thread_callback(gnustep_base_thread_callback);
}
}
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// Initialization
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- (void)dealloc
{
[_thread_dictionary release];
[super dealloc];
}
- init
{
[super init];
/* Make it easy and fast to get this NSThread object from the thread. */
objc_thread_set_data (self);
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/* initialize our ivars. */
_thread_dictionary = nil; // Initialize this later only when needed
_exception_handler = NULL;
init_autorelease_thread_vars (&_autorelease_vars);
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#if USING_THREAD_COLLECTION
/* Register ourselves in the maptable of all threads. */
// Lock the thread list so it doesn't change on us
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[thread_lock lock];
// Save the thread in our thread map; NOTE: this will not retain it
o_map_at_key_put_value_known_absent (thread_id_2_nsthread, tid, t);
[thread_lock unlock];
#endif
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return self;
}
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// Creating an NSThread
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+ (NSThread*) currentThread
{
id t = (id) objc_thread_get_data ();
/* If an NSThread object for this thread has already been created
and stashed away, return it. This depends on the objc runtime
initializing objc_thread_get_data() to 0 for newly-created
threads. */
if (t)
return t;
/* We haven't yet created an NSThread object for this thread; create
it. (Doing this here instead of in +detachNewThread.. not only
avoids the race condition, it also nicely provides an NSThread on
request for the single thread that exists at application
start-up, and for thread's created by calling
objc_thread_detach() directly.) */
t = [[NSThread alloc] init];
return t;
}
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+ (void) detachNewThreadSelector:(SEL)aSelector
toTarget:(id)aTarget
withObject:(id)anArgument
{
// Have the runtime detach the thread
if (objc_thread_detach (aSelector, aTarget, anArgument) == NULL)
{
/* This should probably be an exception */
NSLog(@"Unable to detach thread (unknown error)");
}
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/* NOTE we can't create the new NSThread object for this thread here
because there would be a race condition. The newly created
thread might ask for its NSThread object before we got to create
it. */
}
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// Querying a thread
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+ (BOOL) isMultiThreaded
{
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return entered_multi_threaded_state;
}
/* Thread dictionary
NB. This cannot be autoreleased, since we cannot be sure that the
autorelease pool for the thread will continue to exist for the entire
life of the thread!
*/
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- (NSMutableDictionary*) threadDictionary
{
if (!_thread_dictionary)
_thread_dictionary = [NSMutableDictionary new];
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return _thread_dictionary;
}
// Delaying a thread
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+ (void) sleepUntilDate: (NSDate*)date
{
NSTimeInterval delay;
// delay is always the number of seconds we still need to wait
delay = [date timeIntervalSinceNow];
// Avoid integer overflow by breaking up long sleeps
// We assume usleep can accept a value at least 31 bits in length
while (delay > 30.0*60.0)
{
// sleep 30 minutes
#ifdef HAVE_USLEEP
usleep (30*60*1000000);
#else
sleep (30*60);
#endif
delay = [date timeIntervalSinceNow];
}
// usleep may return early because of signals
while (delay > 0)
{
#ifdef HAVE_USLEEP
usleep ((int)(delay*1000000));
#else
sleep ((int)delay);
#endif
delay = [date timeIntervalSinceNow];
}
}
// Terminating a thread
// What happens if the thread doesn't call +exit?
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+ (void) exit
{
NSThread *t;
// the current NSThread
t = [NSThread currentThread];
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// Post the notification
[NotificationDispatcher
postNotificationName: NSThreadExiting
object: t];
#if USING_THREAD_COLLECTION
{
_objc_thread_t tid;
// Get current thread id from runtime
tid = objc_thread_id();
// Lock the thread list so it doesn't change on us
[thread_lock lock];
// Remove the thread from the map
o_map_remove_key (thread_id_2_nsthread, tid);
// Unlock the thread list
[thread_lock unlock];
}
#endif
// Release the thread object
[t release];
// xxx Clean up any outstanding NSAutoreleasePools here.
// Tell the runtime to exit the thread
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objc_thread_exit ();
}
@end