dolphin/Source/Core/Common/Src/Thread.h

167 lines
3.7 KiB
C++

// 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 <windows.h>
#define THREAD_RETURN DWORD WINAPI
#else
#define THREAD_RETURN void*
#include <unistd.h>
#ifdef _POSIX_THREADS
#include <pthread.h>
#else
#error unsupported platform (no pthreads?)
#endif
#endif
#include "Common.h"
///////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// 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