// Copyright (C) 2003-2008 Dolphin Project. // This program 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, version 2.0. // This program 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _THREAD_H #define _THREAD_H ////////////////////////////////////////////////////////////////////////////////////////// // Includes // ------------ #ifdef _WIN32 #include #define THREAD_RETURN DWORD WINAPI #else #define THREAD_RETURN void* #include #ifdef _POSIX_THREADS #include #else #error unsupported platform (no pthreads?) #endif #endif // Don't include common.h here as it will break LogManager #include "CommonTypes.h" #include #include ///////////////////////////////////////////////////////////////////////////////////////// // Definitions // ------------ // This may not be defined outside _WIN32 #ifndef _WIN32 #ifndef INFINITE #define INFINITE 0xffffffff #endif #endif // ----------------------------------------- #ifdef SETUP_TIMER_WAITING // ----------------- typedef void (*EventCallBack)(void); #endif // ---------------------- /////////////////////////////////// namespace Common { class CriticalSection { #ifdef _WIN32 CRITICAL_SECTION section; #else pthread_mutex_t mutex; #endif public: CriticalSection(int spincount = 1000); ~CriticalSection(); void Enter(); bool TryEnter(); void Leave(); }; #ifdef _WIN32 typedef DWORD (WINAPI * ThreadFunc)(void* arg); #else typedef void* (*ThreadFunc)(void* arg); #endif class Thread { public: Thread(ThreadFunc entry, void* arg); ~Thread(); void SetAffinity(int mask); static void SetCurrentThreadAffinity(int mask); #ifdef _WIN32 void WaitForDeath(const int _Wait = INFINITE); #else void WaitForDeath(); #endif private: #ifdef _WIN32 HANDLE m_hThread; DWORD m_threadId; #else pthread_t thread_id; #endif }; class Event { public: Event(); void Init(); void Shutdown(); void Set(); void Wait(); #ifdef _WIN32 void MsgWait(); #else void MsgWait() {Wait();} #endif // ----------------------------------------- #ifdef SETUP_TIMER_WAITING // ----------------- bool TimerWait(EventCallBack WaitCB, int Id = 0, bool OptCondition = true); bool DoneWait(); void SetTimer(); bool DoneWaiting; bool StartWait; int Id; HANDLE hTimer; HANDLE hTimerQueue; #endif // --------------------------- private: #ifdef _WIN32 HANDLE m_hEvent; /* If we have waited more than five seconds we can be pretty sure that the thread is deadlocked. So then we can just as well continue and hope for the best. I could try several times that this works after a five second timeout (with works meaning that the game stopped and I could start another game without any noticable problems). But several times it failed to, and ended with a crash. But it's better than an infinite deadlock. */ static const int THREAD_WAIT_TIMEOUT = 5000; // INFINITE or 5000 for example #else bool is_set_; pthread_cond_t event_; pthread_mutex_t mutex_; #endif }; void InitThreading(); void SleepCurrentThread(int ms); void SetCurrentThreadName(const char *name); LONG SyncInterlockedExchangeAdd(LONG *Dest, LONG Val); LONG SyncInterlockedExchange(LONG *Dest, LONG Val); LONG SyncInterlockedIncrement(LONG *Dest); } // end of namespace Common #endif