/*
===========================================================================
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 .
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 workers( "myWorkers", 4 );
for( ; ; )
{
for( int i = 0; i < workers.GetNumThreads(); i++ )
{
// workers.GetThread( i )-> // setup work for this thread
}
workers.SignalWorkAndWait();
}
}