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