mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 21:12:03 +00:00
283 lines
6.8 KiB
C++
283 lines
6.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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/*
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================================================================================================
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Contains the vartious ThreadingClass implementations.
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================================================================================================
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*/
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/*
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================================================================================================
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idSysThread
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================================================================================================
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*/
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/*
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========================
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idSysThread::idSysThread
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========================
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*/
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idSysThread::idSysThread() :
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threadHandle( 0 ),
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isWorker( false ),
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isRunning( false ),
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isTerminating( false ),
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moreWorkToDo( false ),
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signalWorkerDone( true ) {
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}
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/*
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========================
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idSysThread::~idSysThread
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========================
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*/
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idSysThread::~idSysThread() {
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StopThread( true );
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if ( threadHandle ) {
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Sys_DestroyThread( threadHandle );
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}
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}
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/*
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========================
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idSysThread::StartThread
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========================
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*/
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bool idSysThread::StartThread( const char * name_, core_t core, xthreadPriority priority, int stackSize ) {
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if ( isRunning ) {
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return false;
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}
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name = name_;
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isTerminating = false;
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if ( threadHandle ) {
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Sys_DestroyThread( threadHandle );
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}
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threadHandle = Sys_CreateThread( (xthread_t)ThreadProc, this, priority, name, core, stackSize, false );
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isRunning = true;
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return true;
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}
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/*
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========================
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idSysThread::StartWorkerThread
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========================
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*/
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bool idSysThread::StartWorkerThread( const char * name_, core_t core, xthreadPriority priority, int stackSize ) {
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if ( isRunning ) {
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return false;
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}
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isWorker = true;
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bool result = StartThread( name_, core, priority, stackSize );
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signalWorkerDone.Wait( idSysSignal::WAIT_INFINITE );
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return result;
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}
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/*
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========================
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idSysThread::StopThread
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========================
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*/
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void idSysThread::StopThread( bool wait ) {
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if ( !isRunning ) {
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return;
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}
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if ( isWorker ) {
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signalMutex.Lock();
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moreWorkToDo = true;
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signalWorkerDone.Clear();
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isTerminating = true;
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signalMoreWorkToDo.Raise();
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signalMutex.Unlock();
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} else {
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isTerminating = true;
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}
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if ( wait ) {
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WaitForThread();
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}
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}
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/*
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========================
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idSysThread::WaitForThread
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========================
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*/
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void idSysThread::WaitForThread() {
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if ( isWorker ) {
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signalWorkerDone.Wait( idSysSignal::WAIT_INFINITE );
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} else if ( isRunning ) {
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Sys_DestroyThread( threadHandle );
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threadHandle = 0;
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}
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}
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/*
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========================
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idSysThread::SignalWork
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========================
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*/
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void idSysThread::SignalWork() {
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if ( isWorker ) {
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signalMutex.Lock();
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moreWorkToDo = true;
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signalWorkerDone.Clear();
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signalMoreWorkToDo.Raise();
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signalMutex.Unlock();
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}
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}
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/*
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========================
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idSysThread::IsWorkDone
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========================
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*/
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bool idSysThread::IsWorkDone() {
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if ( isWorker ) {
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// a timeout of 0 will return immediately with true if signaled
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if ( signalWorkerDone.Wait( 0 ) ) {
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return true;
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}
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}
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return false;
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}
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/*
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========================
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idSysThread::ThreadProc
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========================
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*/
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int idSysThread::ThreadProc( idSysThread * thread ) {
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int retVal = 0;
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try {
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if ( thread->isWorker ) {
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for( ; ; ) {
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thread->signalMutex.Lock();
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if ( thread->moreWorkToDo ) {
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thread->moreWorkToDo = false;
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thread->signalMoreWorkToDo.Clear();
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thread->signalMutex.Unlock();
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} else {
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thread->signalWorkerDone.Raise();
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thread->signalMutex.Unlock();
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thread->signalMoreWorkToDo.Wait( idSysSignal::WAIT_INFINITE );
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continue;
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}
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if ( thread->isTerminating ) {
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break;
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}
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retVal = thread->Run();
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}
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thread->signalWorkerDone.Raise();
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} else {
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retVal = thread->Run();
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}
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} catch ( idException & ex ) {
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idLib::Warning( "Fatal error in thread %s: %s", thread->GetName(), ex.GetError() );
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// We don't handle threads terminating unexpectedly very well, so just terminate the whole process
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_exit( 0 );
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}
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thread->isRunning = false;
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return retVal;
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}
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/*
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========================
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idSysThread::Run
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========================
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*/
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int idSysThread::Run() {
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// The Run() is not pure virtual because on destruction of a derived class
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// the virtual function pointer will be set to NULL before the idSysThread
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// destructor actually stops the thread.
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return 0;
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}
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/*
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================================================================================================
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test
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================================================================================================
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*/
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/*
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================================================
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idMyThread test class.
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================================================
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*/
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class idMyThread : public idSysThread {
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public:
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virtual int Run() {
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// run threaded code here
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return 0;
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}
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// specify thread data here
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};
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/*
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========================
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TestThread
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========================
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*/
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void TestThread() {
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idMyThread thread;
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thread.StartThread( "myThread", CORE_ANY );
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}
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/*
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========================
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TestWorkers
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========================
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*/
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void TestWorkers() {
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idSysWorkerThreadGroup<idMyThread> workers( "myWorkers", 4 );
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for ( ; ; ) {
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for ( int i = 0; i < workers.GetNumThreads(); i++ ) {
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// workers.GetThread( i )-> // setup work for this thread
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}
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workers.SignalWorkAndWait();
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}
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}
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