2010-01-22 15:22:01 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2009 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "Threading.h"
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#include "EventSource.h"
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namespace Threading
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{
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// --------------------------------------------------------------------------------------
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// IThread - Interface for the public access to PersistentThread.
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// --------------------------------------------------------------------------------------
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// Class usage: Can be used for allowing safe nullification of a thread handle. Rather
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// than being NULL'd, the handle can be mapped to an IThread implementation which acts
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// as a do-nothing placebo or an assertion generator.
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//
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class IThread
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{
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DeclareNoncopyableObject(IThread);
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public:
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IThread() {}
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virtual ~IThread() throw() {}
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virtual bool IsSelf() const { return false; }
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virtual bool IsRunning() { return false; }
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virtual void Start() {}
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virtual void Cancel( bool isBlocking = true ) {}
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virtual void Block() {}
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virtual bool Detach() { return false; }
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};
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// --------------------------------------------------------------------------------------
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// ThreadDeleteEvent
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// --------------------------------------------------------------------------------------
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class EventListener_Thread : public IEventDispatcher<int>
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{
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public:
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typedef int EvtParams;
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protected:
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PersistentThread* m_thread;
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public:
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EventListener_Thread()
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{
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m_thread = NULL;
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}
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virtual ~EventListener_Thread() throw() {}
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void SetThread( PersistentThread& thr ) { m_thread = &thr; }
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void SetThread( PersistentThread* thr ) { m_thread = thr; }
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void DispatchEvent( const int& params )
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{
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OnThreadCleanup();
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}
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protected:
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// Invoked by the PersistentThread when the thread execution is ending. This is
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// typically more useful than a delete listener since the extended thread information
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// provided by virtualized functions/methods will be available.
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// Important! This event is executed *by the thread*, so care must be taken to ensure
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// thread sync when necessary (posting messages to the main thread, etc).
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virtual void OnThreadCleanup()=0;
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};
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// --------------------------------------------------------------------------------------
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// PersistentThread - Helper class for the basics of starting/managing persistent threads.
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// --------------------------------------------------------------------------------------
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// This class is meant to be a helper for the typical threading model of "start once and
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// reuse many times." This class incorporates a lot of extra overhead in stopping and
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// starting threads, but in turn provides most of the basic thread-safety and event-handling
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// functionality needed for a threaded operation. In practice this model is usually an
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// ideal one for efficiency since Operating Systems themselves typically subscribe to a
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// design where sleeping, suspending, and resuming threads is very efficient, but starting
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// new threads has quite a bit of overhead.
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//
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// To use this as a base class for your threaded procedure, overload the following virtual
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// methods:
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// void OnStart();
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// void ExecuteTaskInThread();
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// void OnCleanupInThread();
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//
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// Use the public methods Start() and Cancel() to start and shutdown the thread, and use
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// m_sem_event internally to post/receive events for the thread (make a public accessor for
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// it in your derived class if your thread utilizes the post).
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//
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// Notes:
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// * Constructing threads as static global vars isn't recommended since it can potentially
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// confuse w32pthreads, if the static initializers are executed out-of-order (C++ offers
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// no dependency options for ensuring correct static var initializations). Use heap
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// allocation to create thread objects instead.
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//
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class PersistentThread : public virtual IThread
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{
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DeclareNoncopyableObject(PersistentThread);
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friend void pxYield( int ms );
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protected:
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wxString m_name; // diagnostic name for our thread.
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pthread_t m_thread;
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2010-01-25 15:31:17 +00:00
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uptr m_native_id; // typically an id, but implementing platforms can do whatever.
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uptr m_native_handle; // typically a pointer/handle, but implementing platforms can do whatever.
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2010-01-22 15:22:01 +00:00
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Semaphore m_sem_event; // general wait event that's needed by most threads
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Semaphore m_sem_startup; // startup sync tool
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Mutex m_lock_InThread; // used for canceling and closing threads in a deadlock-safe manner
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MutexLockRecursive m_lock_start; // used to lock the Start() code from starting simultaneous threads accidentally.
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volatile long m_detached; // a boolean value which indicates if the m_thread handle is valid
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volatile long m_running; // set true by Start(), and set false by Cancel(), Block(), etc.
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// exception handle, set non-NULL if the thread terminated with an exception
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// Use RethrowException() to re-throw the exception using its original exception type.
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ScopedPtr<Exception::BaseException> m_except;
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EventSource<EventListener_Thread> m_evtsrc_OnDelete;
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2010-01-25 15:31:17 +00:00
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2010-01-22 15:22:01 +00:00
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public:
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virtual ~PersistentThread() throw();
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PersistentThread();
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PersistentThread( const char* name );
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pthread_t GetId() const { return m_thread; }
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2010-01-25 15:31:17 +00:00
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u64 GetCpuTime() const;
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2010-01-22 15:22:01 +00:00
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virtual void Start();
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virtual void Cancel( bool isBlocking = true );
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virtual bool Cancel( const wxTimeSpan& timeout );
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virtual bool Detach();
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virtual void Block();
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virtual void RethrowException() const;
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void AddListener( EventListener_Thread& evt );
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void AddListener( EventListener_Thread* evt )
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{
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if( evt == NULL ) return;
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AddListener( *evt );
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}
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void WaitOnSelf( Semaphore& mutex ) const;
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void WaitOnSelf( Mutex& mutex ) const;
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bool WaitOnSelf( Semaphore& mutex, const wxTimeSpan& timeout ) const;
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bool WaitOnSelf( Mutex& mutex, const wxTimeSpan& timeout ) const;
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bool IsRunning() const;
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bool IsSelf() const;
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wxString GetName() const;
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bool HasPendingException() const { return !!m_except; }
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protected:
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// Extending classes should always implement your own OnStart(), which is called by
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// Start() once necessary locks have been obtained. Do not override Start() directly
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// unless you're really sure that's what you need to do. ;)
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virtual void OnStart();
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virtual void OnStartInThread();
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// This is called when the thread has been canceled or exits normally. The PersistentThread
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// automatically binds it to the pthread cleanup routines as soon as the thread starts.
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virtual void OnCleanupInThread();
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// Implemented by derived class to perform actual threaded task!
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virtual void ExecuteTaskInThread()=0;
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void TestCancel() const;
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// Yields this thread to other threads and checks for cancellation. A sleeping thread should
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// always test for cancellation, however if you really don't want to, you can use Threading::Sleep()
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// or better yet, disable cancellation of the thread completely with DisableCancellation().
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//
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// Parameters:
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// ms - 'minimum' yield time in milliseconds (rough -- typically yields are longer by 1-5ms
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// depending on operating system/platform). If ms is 0 or unspecified, then a single
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// timeslice is yielded to other contending threads. If no threads are contending for
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// time when ms==0, then no yield is done, but cancellation is still tested.
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void Yield( int ms = 0 )
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{
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pxAssert( IsSelf() );
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Threading::Sleep( ms );
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TestCancel();
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}
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void FrankenMutex( Mutex& mutex );
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bool AffinityAssert_AllowFromSelf( const DiagnosticOrigin& origin ) const;
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bool AffinityAssert_DisallowFromSelf( const DiagnosticOrigin& origin ) const;
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// ----------------------------------------------------------------------------
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// Section of methods for internal use only.
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2010-01-25 15:31:17 +00:00
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void _platform_specific_OnStartInThread();
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void _platform_specific_OnCleanupInThread();
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2010-01-22 15:22:01 +00:00
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bool _basecancel();
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void _selfRunningTest( const wxChar* name ) const;
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void _DoSetThreadName( const wxString& name );
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void _DoSetThreadName( const char* name );
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void _internal_execute();
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void _try_virtual_invoke( void (PersistentThread::*method)() );
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void _ThreadCleanup();
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static void* _internal_callback( void* func );
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static void _pt_callback_cleanup( void* handle );
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};
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// --------------------------------------------------------------------------------------
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// BaseTaskThread
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// --------------------------------------------------------------------------------------
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// an abstract base class which provides simple parallel execution of single tasks.
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//
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// FIXME: This class is incomplete and untested! Don't use, unless you want to fix it
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// while you're at it. :D
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//
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// Implementation:
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// To use this class your derived class will need to implement its own Task() function
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// and also a "StartTask( parameters )" function which suits the need of your task, along
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// with any local variables your task needs to do its job. You may additionally want to
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// implement a "GetResult()" function, which would be a combination of WaitForResult()
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// and a return value of the computational result.
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//
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// Thread Safety:
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// If operating on local variables, you must execute WaitForResult() before leaving the
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// variable scope -- or alternatively have your StartTask() implementation make full
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// copies of dependent data. Also, by default PostTask() always assumes the previous
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// task has completed. If your system can post a new task before the previous one has
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// completed, then it needs to explicitly call WaitForResult() or provide a mechanism
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// to cancel the previous task (which is probably more work than it's worth).
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//
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// Performance notes:
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// * Remember that thread creation is generally slow, so you should make your object
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// instance once early and then feed it tasks repeatedly over the course of program
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// execution.
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//
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// * For threading to be a successful speedup, the task being performed should be as lock
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// free as possible. For example using STL containers in parallel usually fails to
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// yield any speedup due to the gratuitous amount of locking that the STL performs
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// internally.
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//
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// * The best application of tasking threads is to divide a large loop over a linear array
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// into smaller sections. For example, if you have 20,000 items to process, the task
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// can be divided into two threads of 10,000 items each.
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//
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class BaseTaskThread : public PersistentThread
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{
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protected:
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volatile bool m_Done;
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volatile bool m_TaskPending;
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Semaphore m_post_TaskComplete;
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Mutex m_lock_TaskComplete;
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public:
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virtual ~BaseTaskThread() throw() {}
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BaseTaskThread() :
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m_Done( false )
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, m_TaskPending( false )
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, m_post_TaskComplete()
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{
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}
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void Block();
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void PostTask();
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void WaitForResult();
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protected:
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// Abstract method run when a task has been posted. Implementing classes should do
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// all your necessary processing work here.
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virtual void Task()=0;
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virtual void ExecuteTaskInThread();
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};
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}
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