Common: Fix typos in BlockingLoop.h
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@ -17,7 +17,7 @@ namespace Common
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// This class provides a synchronized loop.
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// It's a thread-safe way to trigger a new iteration without busy loops.
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// It's optimized for high-usage iterations which usually are already running while it's triggered often.
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// Be careful on using Wait() and Wakeup() at the same time. Wait() may block forever while Wakeup() is called regulary.
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// Be careful when using Wait() and Wakeup() at the same time. Wait() may block forever while Wakeup() is called regularly.
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class BlockingLoop
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{
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public:
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@ -75,7 +75,7 @@ public:
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// Half start the worker.
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// So this object is in a running state and Wait() will block until the worker calls Run().
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// This may be called from any thread and is supposed to call at least once before Wait() is used.
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// This may be called from any thread and is supposed to be called at least once before Wait() is used.
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void Prepare()
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{
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// There is a race condition if the other threads call this function while
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@ -89,9 +89,9 @@ public:
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m_may_sleep.Set();
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}
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// Mainloop of this object.
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// Main loop of this object.
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// The payload callback is called at least as often as it's needed to match the Wakeup() requirements.
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// The optional timeout parameters is a timeout how periodicly the payload should be called.
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// The optional timeout parameter is a timeout for how periodically the payload should be called.
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// Use timeout = 0 to run without a timeout at all.
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template<class F> void Run(F payload, int64_t timeout = 0)
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{
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@ -113,10 +113,10 @@ public:
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break;
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case STATE_LAST_EXECUTION:
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// If we're still in the STATE_LAST_EXECUTION state, than Wakeup wasn't called within the last
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// execution of payload. This means we should be ready now.
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// But bad luck, Wakeup might have be called right now. So break and rerun the payload
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// if the state was touched right now.
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// If we're still in the STATE_LAST_EXECUTION state, then Wakeup wasn't called within the last
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// execution of the payload. This means we should be ready now.
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// But bad luck, Wakeup may have been called right now. So break and rerun the payload
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// if the state was touched.
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if (m_running_state-- != STATE_LAST_EXECUTION)
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break;
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@ -161,8 +161,8 @@ public:
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m_done_event.Set();
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}
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// Quits the mainloop.
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// By default, it will wait until the Mainloop quits.
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// Quits the main loop.
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// By default, it will wait until the main loop quits.
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// Be careful to not use the blocking way within the payload of the Run() method.
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void Stop(bool block = true)
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{
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@ -183,8 +183,8 @@ public:
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return !m_stopped.IsSet() && !m_shutdown.IsSet();
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}
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// This functions should be triggered by regulary by time. So we will fall back from
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// the busy loop to the sleeping way.
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// This function should be triggered regularly over time so
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// that we will fall back from the busy loop to sleeping.
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void AllowSleep()
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{
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m_may_sleep.Set();
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@ -194,8 +194,8 @@ private:
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std::mutex m_wait_lock;
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std::mutex m_prepare_lock;
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Flag m_stopped; // This one is set, Wait() shall not block.
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Flag m_shutdown; // If this one is set, the loop shall be quit.
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Flag m_stopped; // If this is set, Wait() shall not block.
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Flag m_shutdown; // If this is set, the loop shall end.
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Event m_new_work_event;
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Event m_done_event;
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@ -208,7 +208,7 @@ private:
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};
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std::atomic<int> m_running_state; // must be of type RUNNING_TYPE
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Flag m_may_sleep; // If this one is set, we fall back from the busy loop to an event based synchronization.
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Flag m_may_sleep; // If this is set, we fall back from the busy loop to an event based synchronization.
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};
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}
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