// Copyright 2015 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include "Common/Event.h" #include "Common/Flag.h" namespace Common { // This class provides a synchronized loop. // It's a thread-safe way to trigger a new iteration without busy loops. // It's optimized for high-usage iterations which usually are already running while it's triggered // often. // Be careful when using Wait() and Wakeup() at the same time. Wait() may block forever while // Wakeup() is called regularly. class BlockingLoop { public: enum class StopMode { NonBlock, Block, BlockAndGiveUp, }; BlockingLoop() { m_stopped.Set(); } ~BlockingLoop() { Stop(StopMode::BlockAndGiveUp); } // Triggers to rerun the payload of the Run() function at least once again. // This function will never block and is designed to finish as fast as possible. void Wakeup() { // Already running, so no need for a wakeup. // This is the common case, so try to get this as fast as possible. if (m_running_state.load() >= STATE_NEED_EXECUTION) return; // Mark that new data is available. If the old state will rerun the payload // itself, we don't have to set the event to interrupt the worker. if (m_running_state.exchange(STATE_NEED_EXECUTION) != STATE_SLEEPING) return; // Else as the worker thread may sleep now, we have to set the event. m_new_work_event.Set(); } // Wait for a complete payload run after the last Wakeup() call. // If stopped, this returns immediately. void Wait() { // already done if (IsDone()) return; // notifying this event will only wake up one thread, so use a mutex here to // allow only one waiting thread. And in this way, we get an event free wakeup // but for the first thread for free std::lock_guard lk(m_wait_lock); // Wait for the worker thread to finish. while (!IsDone()) { m_done_event.Wait(); } // As we wanted to wait for the other thread, there is likely no work remaining. // So there is no need for a busy loop any more. m_may_sleep.Set(); } // Wait for a complete payload run after the last Wakeup() call. // This version will call a yield function every 100ms. // If stopped, this returns immediately. template void WaitYield(const std::chrono::duration& rel_time, Functor yield_func) { // already done if (IsDone()) return; // notifying this event will only wake up one thread, so use a mutex here to // allow only one waiting thread. And in this way, we get an event free wakeup // but for the first thread for free std::lock_guard lk(m_wait_lock); // Wait for the worker thread to finish. while (!IsDone()) { if (!m_done_event.WaitFor(rel_time)) yield_func(); } // As we wanted to wait for the other thread, there is likely no work remaining. // So there is no need for a busy loop any more. m_may_sleep.Set(); } // Half start the worker. // So this object is in a running state and Wait() will block until the worker calls Run(). // This may be called from any thread and is supposed to be called at least once before Wait() is // used. void Prepare() { // There is a race condition if the other threads call this function while // the loop thread is initializing. Using this lock will ensure a valid state. std::lock_guard lk(m_prepare_lock); if (!m_stopped.TestAndClear()) return; m_running_state.store( STATE_LAST_EXECUTION); // so the payload will only be executed once without any Wakeup call m_shutdown.Clear(); m_may_sleep.Set(); } // Main loop of this object. // The payload callback is called at least as often as it's needed to match the Wakeup() // requirements. // The optional timeout parameter is a timeout for how periodically the payload should be called. // Use timeout = 0 to run without a timeout at all. template void Run(F payload, int64_t timeout = 0) { // Asserts that Prepare is called at least once before we enter the loop. // But a good implementation should call this before already. Prepare(); while (!m_shutdown.IsSet()) { payload(); switch (m_running_state.load()) { case STATE_NEED_EXECUTION: // We won't get notified while we are in the STATE_NEED_EXECUTION state, so maybe Wakeup was // called. // So we have to assume on finishing the STATE_NEED_EXECUTION state, that there may be some // remaining tasks. // To process this tasks, we call the payload again within the STATE_LAST_EXECUTION state. m_running_state--; break; case STATE_LAST_EXECUTION: // If we're still in the STATE_LAST_EXECUTION state, then Wakeup wasn't called within the // last // execution of the payload. This means we should be ready now. // But bad luck, Wakeup may have been called right now. So break and rerun the payload // if the state was touched. if (m_running_state-- != STATE_LAST_EXECUTION) break; // Else we're likely in the STATE_DONE state now, so wakeup the waiting threads right now. // However, if we're not in the STATE_DONE state any more, the event should also be // triggered so that we'll skip the next waiting call quite fast. m_done_event.Set(); [[fallthrough]]; case STATE_DONE: // We're done now. So time to check if we want to sleep or if we want to stay in a busy // loop. if (m_may_sleep.TestAndClear()) { // Try to set the sleeping state. if (m_running_state-- != STATE_DONE) break; } else { // Busy loop. break; } [[fallthrough]]; case STATE_SLEEPING: // Just relax if (timeout > 0) { m_new_work_event.WaitFor(std::chrono::milliseconds(timeout)); } else { m_new_work_event.Wait(); } break; } } // Shutdown down, so get a safe state m_running_state.store(STATE_DONE); m_stopped.Set(); // Wake up the last Wait calls. m_done_event.Set(); } // Quits the main loop. // By default, it will wait until the main loop quits. // Be careful to not use the blocking way within the payload of the Run() method. void Stop(StopMode mode = StopMode::Block) { if (m_stopped.IsSet()) return; m_shutdown.Set(); // We have to interrupt the sleeping call to let the worker shut down soon. Wakeup(); switch (mode) { case StopMode::NonBlock: break; case StopMode::Block: Wait(); break; case StopMode::BlockAndGiveUp: WaitYield(std::chrono::milliseconds(100), [&] { // If timed out, assume no one will come along to call Run, so force a break m_stopped.Set(); }); break; } } bool IsRunning() const { return !m_stopped.IsSet() && !m_shutdown.IsSet(); } bool IsDone() const { return m_stopped.IsSet() || m_running_state.load() <= STATE_DONE; } // This function should be triggered regularly over time so // that we will fall back from the busy loop to sleeping. void AllowSleep() { m_may_sleep.Set(); } private: std::mutex m_wait_lock; std::mutex m_prepare_lock; Flag m_stopped; // If this is set, Wait() shall not block. Flag m_shutdown; // If this is set, the loop shall end. Event m_new_work_event; Event m_done_event; enum RUNNING_TYPE { STATE_SLEEPING = 0, STATE_DONE = 1, STATE_LAST_EXECUTION = 2, STATE_NEED_EXECUTION = 3 }; std::atomic m_running_state; // must be of type RUNNING_TYPE Flag m_may_sleep; // If this is set, we fall back from the busy loop to an event based // synchronization. }; } // namespace Common