Merge pull request #11539 from phire/improve_workqueuethread
Various WorkQueueThread improvements
This commit is contained in:
commit
aaad0cd39f
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@ -39,7 +39,7 @@ void CubebStream::StateCallback(cubeb_stream* stream, void* user_data, cubeb_sta
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CubebStream::CubebStream()
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CubebStream::CubebStream()
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#ifdef _WIN32
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#ifdef _WIN32
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: m_work_queue([](const std::function<void()>& func) { func(); })
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: m_work_queue("Cubeb Worker", [](const std::function<void()>& func) { func(); })
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{
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{
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Common::Event sync_event;
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Common::Event sync_event;
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m_work_queue.EmplaceItem([this, &sync_event] {
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m_work_queue.EmplaceItem([this, &sync_event] {
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@ -3,12 +3,14 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <functional>
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#include <functional>
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#include <queue>
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#include <queue>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <thread>
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#include "Common/Event.h"
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#include "Common/Flag.h"
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#include "Common/Thread.h"
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#include "Common/Thread.h"
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// A thread that executes the given function for every item placed into its queue.
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// A thread that executes the given function for every item placed into its queue.
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@ -20,89 +22,151 @@ class WorkQueueThread
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{
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{
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public:
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public:
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WorkQueueThread() = default;
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WorkQueueThread() = default;
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WorkQueueThread(std::function<void(T)> function) { Reset(std::move(function)); }
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WorkQueueThread(const std::string_view name, std::function<void(T)> function)
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{
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Reset(name, std::move(function));
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}
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~WorkQueueThread() { Shutdown(); }
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~WorkQueueThread() { Shutdown(); }
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void Reset(std::function<void(T)> function)
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// Shuts the current work thread down (if any) and starts a new thread with the given function
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// Note: Some consumers of this API push items to the queue before starting the thread.
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void Reset(const std::string_view name, std::function<void(T)> function)
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{
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{
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Shutdown();
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Shutdown();
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m_shutdown.Clear();
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std::lock_guard lg(m_lock);
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m_cancelled.Clear();
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m_thread_name = name;
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m_shutdown = false;
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m_function = std::move(function);
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m_function = std::move(function);
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m_thread = std::thread(&WorkQueueThread::ThreadLoop, this);
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m_thread = std::thread(&WorkQueueThread::ThreadLoop, this);
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}
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}
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// Adds an item to the work queue
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template <typename... Args>
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template <typename... Args>
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void EmplaceItem(Args&&... args)
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void EmplaceItem(Args&&... args)
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{
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{
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if (!m_cancelled.IsSet())
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std::lock_guard lg(m_lock);
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{
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if (m_shutdown)
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std::lock_guard lg(m_lock);
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return;
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m_items.emplace(std::forward<Args>(args)...);
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}
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m_items.emplace(std::forward<Args>(args)...);
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m_wakeup.Set();
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m_idle = false;
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m_worker_cond_var.notify_one();
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}
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}
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void Clear()
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// Adds an item to the work queue
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void Push(T&& item)
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{
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{
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{
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std::lock_guard lg(m_lock);
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std::lock_guard lg(m_lock);
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if (m_shutdown)
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m_items = std::queue<T>();
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return;
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}
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m_wakeup.Set();
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m_items.push(std::move(item));
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m_idle = false;
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m_worker_cond_var.notify_one();
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}
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}
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// Adds an item to the work queue
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void Push(const T& item)
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{
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std::lock_guard lg(m_lock);
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if (m_shutdown)
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return;
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m_items.push(item);
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m_idle = false;
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m_worker_cond_var.notify_one();
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}
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// Empties the queue
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// If the worker polls IsCanceling(), it can abort it's work when Cancelling
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void Cancel()
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void Cancel()
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{
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{
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m_cancelled.Set();
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std::unique_lock lg(m_lock);
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Clear();
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if (m_shutdown)
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Shutdown();
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return;
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m_cancelling = true;
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m_items = std::queue<T>();
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m_worker_cond_var.notify_one();
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}
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}
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bool IsCancelled() const { return m_cancelled.IsSet(); }
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// Tells the worker to shut down when it's queue is empty
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// Blocks until the worker thread exits.
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void Shutdown()
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// If cancel is true, will Cancel before before telling the worker to exit
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// Otherwise, all currently queued items will complete before the worker exits
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void Shutdown(bool cancel = false)
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{
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{
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if (m_thread.joinable())
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{
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{
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m_shutdown.Set();
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std::unique_lock lg(m_lock);
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m_wakeup.Set();
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if (m_shutdown || !m_thread.joinable())
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m_thread.join();
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return;
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if (cancel)
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{
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m_cancelling = true;
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m_items = std::queue<T>();
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}
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m_shutdown = true;
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m_worker_cond_var.notify_one();
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}
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}
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m_thread.join();
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}
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}
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// Blocks until all items in the queue have been processed (or cancelled)
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void WaitForCompletion()
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{
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std::unique_lock lg(m_lock);
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// don't check m_shutdown, because it gets set to request a shutdown, and we want to wait until
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// after the shutdown completes.
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// We also check m_cancelling, because we want to ensure the worker acknowledges our cancel.
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if (m_idle && !m_cancelling.load())
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return;
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m_wait_cond_var.wait(lg, [&] { return m_idle && m_cancelling.load(); });
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}
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// If the worker polls IsCanceling(), it can abort its work when Cancelling
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bool IsCancelling() const { return m_cancelling.load(); }
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private:
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private:
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void ThreadLoop()
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void ThreadLoop()
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{
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{
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Common::SetCurrentThreadName("WorkQueueThread");
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Common::SetCurrentThreadName(m_thread_name.c_str());
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while (true)
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while (true)
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{
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{
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m_wakeup.Wait();
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std::unique_lock lg(m_lock);
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while (m_items.empty())
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while (true)
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{
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{
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std::unique_lock lg(m_lock);
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m_idle = true;
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if (m_items.empty())
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m_cancelling = false;
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break;
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m_wait_cond_var.notify_all();
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T item{std::move(m_items.front())};
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if (m_shutdown)
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m_items.pop();
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return;
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lg.unlock();
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m_function(std::move(item));
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m_worker_cond_var.wait(
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lg, [&] { return !m_items.empty() || m_shutdown || m_cancelling.load(); });
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}
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}
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T item{std::move(m_items.front())};
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m_items.pop();
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lg.unlock();
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if (m_shutdown.IsSet())
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m_function(std::move(item));
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break;
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}
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}
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}
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}
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std::function<void(T)> m_function;
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std::function<void(T)> m_function;
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std::string m_thread_name;
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std::thread m_thread;
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std::thread m_thread;
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Common::Event m_wakeup;
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Common::Flag m_shutdown;
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Common::Flag m_cancelled;
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std::mutex m_lock;
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std::mutex m_lock;
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std::queue<T> m_items;
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std::queue<T> m_items;
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std::condition_variable m_wait_cond_var;
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std::condition_variable m_worker_cond_var;
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std::atomic<bool> m_cancelling = false;
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bool m_idle = true;
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bool m_shutdown = false;
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};
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};
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} // namespace Common
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} // namespace Common
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@ -200,7 +200,7 @@ CEXIMic::CEXIMic(int index)
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: slot(index)
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: slot(index)
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#ifdef _WIN32
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#ifdef _WIN32
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,
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,
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m_work_queue([](const std::function<void()>& func) { func(); })
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m_work_queue("Mic Worker", [](const std::function<void()>& func) { func(); })
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#endif
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#endif
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{
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{
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m_position = 0;
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m_position = 0;
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@ -65,7 +65,7 @@ enum SOResultCode : s32
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NetIPTopDevice::NetIPTopDevice(Kernel& ios, const std::string& device_name)
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NetIPTopDevice::NetIPTopDevice(Kernel& ios, const std::string& device_name)
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: Device(ios, device_name)
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: Device(ios, device_name)
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{
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{
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m_work_queue.Reset([this](AsyncTask task) {
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m_work_queue.Reset("Network Worker", [this](AsyncTask task) {
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const IPCReply reply = task.handler();
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const IPCReply reply = task.handler();
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{
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{
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std::lock_guard lg(m_async_reply_lock);
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std::lock_guard lg(m_async_reply_lock);
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@ -150,7 +150,7 @@ s32 NWC24MakeUserID(u64* nwc24_id, u32 hollywood_id, u16 id_ctr, HardwareModel h
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NetKDRequestDevice::NetKDRequestDevice(Kernel& ios, const std::string& device_name)
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NetKDRequestDevice::NetKDRequestDevice(Kernel& ios, const std::string& device_name)
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: Device(ios, device_name), config{ios.GetFS()}, m_dl_list{ios.GetFS()}
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: Device(ios, device_name), config{ios.GetFS()}, m_dl_list{ios.GetFS()}
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{
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{
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m_work_queue.Reset([this](AsyncTask task) {
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m_work_queue.Reset("WiiConnect24 Worker", [this](AsyncTask task) {
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const IPCReply reply = task.handler();
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const IPCReply reply = task.handler();
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{
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{
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std::lock_guard lg(m_async_reply_lock);
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std::lock_guard lg(m_async_reply_lock);
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@ -724,7 +724,7 @@ void Init()
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if (lzo_init() != LZO_E_OK)
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if (lzo_init() != LZO_E_OK)
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PanicAlertFmtT("Internal LZO Error - lzo_init() failed");
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PanicAlertFmtT("Internal LZO Error - lzo_init() failed");
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s_save_thread.Reset([](CompressAndDumpState_args args) {
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s_save_thread.Reset("Savestate Worker", [](CompressAndDumpState_args args) {
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CompressAndDumpState(args);
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CompressAndDumpState(args);
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{
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{
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@ -37,7 +37,7 @@ GameTracker::GameTracker(QObject* parent) : QFileSystemWatcher(parent)
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connect(qApp, &QApplication::aboutToQuit, this, [this] {
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connect(qApp, &QApplication::aboutToQuit, this, [this] {
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m_processing_halted = true;
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m_processing_halted = true;
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m_load_thread.Cancel();
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m_load_thread.Shutdown(true);
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});
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});
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connect(this, &QFileSystemWatcher::directoryChanged, this, &GameTracker::UpdateDirectory);
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connect(this, &QFileSystemWatcher::directoryChanged, this, &GameTracker::UpdateDirectory);
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connect(this, &QFileSystemWatcher::fileChanged, this, &GameTracker::UpdateFile);
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connect(this, &QFileSystemWatcher::fileChanged, this, &GameTracker::UpdateFile);
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@ -55,7 +55,7 @@ GameTracker::GameTracker(QObject* parent) : QFileSystemWatcher(parent)
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m_load_thread.EmplaceItem(Command{CommandType::UpdateMetadata, {}});
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m_load_thread.EmplaceItem(Command{CommandType::UpdateMetadata, {}});
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});
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});
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m_load_thread.Reset([this](Command command) {
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m_load_thread.Reset("GameList Tracker", [this](Command command) {
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switch (command.type)
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switch (command.type)
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{
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{
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case CommandType::LoadCache:
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case CommandType::LoadCache:
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@ -203,7 +203,7 @@ void GameTracker::RemoveDirectory(const QString& dir)
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void GameTracker::RefreshAll()
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void GameTracker::RefreshAll()
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{
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{
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m_processing_halted = true;
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m_processing_halted = true;
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m_load_thread.Clear();
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m_load_thread.Cancel();
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m_load_thread.EmplaceItem(Command{CommandType::ResumeProcessing, {}});
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m_load_thread.EmplaceItem(Command{CommandType::ResumeProcessing, {}});
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if (m_needs_purge)
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if (m_needs_purge)
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