/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2010 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "common/Threading.h" #include "common/ThreadingInternal.h" namespace Threading { static std::atomic _attr_refcount(0); static pthread_mutexattr_t _attr_recursive; } // namespace Threading // -------------------------------------------------------------------------------------- // Mutex Implementations // -------------------------------------------------------------------------------------- #if defined(_WIN32) || (defined(_POSIX_TIMEOUTS) && _POSIX_TIMEOUTS >= 200112L) // good, we have pthread_mutex_timedlock #define xpthread_mutex_timedlock pthread_mutex_timedlock #else // We have to emulate pthread_mutex_timedlock(). This could be a serious // performance drain if its used a lot. #include // gettimeofday() // sleep for 10ms at a time #define TIMEDLOCK_EMU_SLEEP_NS 10000000ULL // Original POSIX docs: // // The pthread_mutex_timedlock() function shall lock the mutex object // referenced by mutex. If the mutex is already locked, the calling thread // shall block until the mutex becomes available as in the // pthread_mutex_lock() function. If the mutex cannot be locked without // waiting for another thread to unlock the mutex, this wait shall be // terminated when the specified timeout expires. // // This is an implementation that emulates pthread_mutex_timedlock() via // pthread_mutex_trylock(). static int xpthread_mutex_timedlock( pthread_mutex_t* mutex, const struct timespec* abs_timeout) { int err = 0; while ((err = pthread_mutex_trylock(mutex)) == EBUSY) { // check if the timeout has expired, gettimeofday() is implemented // efficiently (in userspace) on OSX struct timeval now; gettimeofday(&now, NULL); if (now.tv_sec > abs_timeout->tv_sec || (now.tv_sec == abs_timeout->tv_sec && (u64)now.tv_usec * 1000ULL > (u64)abs_timeout->tv_nsec)) { return ETIMEDOUT; } // acquiring lock failed, sleep some struct timespec ts; ts.tv_sec = 0; ts.tv_nsec = TIMEDLOCK_EMU_SLEEP_NS; while (nanosleep(&ts, &ts) == -1) ; } return err; } #endif Threading::Mutex::Mutex() { pthread_mutex_init(&m_mutex, NULL); } static wxTimeSpan def_detach_timeout(0, 0, 6, 0); void Threading::Mutex::Detach() { if (EBUSY != pthread_mutex_destroy(&m_mutex)) return; if (IsRecursive()) { // Sanity check: Recursive locks could be held by our own thread, which would // be considered an assertion failure, but can also be handled gracefully. // (note: if the mutex is locked recursively more than twice then this assert won't // detect it) Release(); Release(); // in case of double recursion. int result = pthread_mutex_destroy(&m_mutex); if (pxAssertDev(result != EBUSY, "Detachment of a recursively-locked mutex (self-locked!).")) return; } if (Wait(def_detach_timeout)) pthread_mutex_destroy(&m_mutex); else Console.Error("(Thread Log) Mutex cleanup failed due to possible deadlock."); } Threading::Mutex::~Mutex() { try { Mutex::Detach(); } DESTRUCTOR_CATCHALL; } Threading::MutexRecursive::MutexRecursive() : Mutex(false) { if (++_attr_refcount == 1) { if (0 != pthread_mutexattr_init(&_attr_recursive)) throw Exception::OutOfMemory(L"Recursive mutexing attributes"); pthread_mutexattr_settype(&_attr_recursive, PTHREAD_MUTEX_RECURSIVE); } if (pthread_mutex_init(&m_mutex, &_attr_recursive)) Console.Error("(Thread Log) Failed to initialize mutex."); } Threading::MutexRecursive::~MutexRecursive() { if (--_attr_refcount == 0) pthread_mutexattr_destroy(&_attr_recursive); } // This is a bit of a hackish function, which is technically unsafe, but can be useful for allowing // the application to survive unexpected or inconvenient failures, where a mutex is deadlocked by // a rogue thread. This function allows us to Recreate the mutex and let the deadlocked one ponder // the deeper meanings of the universe for eternity. void Threading::Mutex::Recreate() { Detach(); pthread_mutex_init(&m_mutex, NULL); } // Returns: // true if the mutex had to be recreated due to lock contention, or false if the mutex is safely // unlocked. bool Threading::Mutex::RecreateIfLocked() { if (!Wait(def_detach_timeout)) { Recreate(); return true; } return false; } // This is a direct blocking action -- very fast, very efficient, and generally very dangerous // if used from the main GUI thread, since it typically results in an unresponsive program. // Call this method directly only if you know the code in question will be run from threads // other than the main thread. void Threading::Mutex::AcquireWithoutYield() { pxAssertMsg(!wxThread::IsMain(), "Unyielding mutex acquire issued from the main/gui thread. Please use Acquire() instead."); pthread_mutex_lock(&m_mutex); } bool Threading::Mutex::AcquireWithoutYield(const wxTimeSpan& timeout) { wxDateTime megafail(wxDateTime::UNow() + timeout); const timespec fail = {megafail.GetTicks(), megafail.GetMillisecond() * 1000000}; return xpthread_mutex_timedlock(&m_mutex, &fail) == 0; } void Threading::Mutex::Release() { pthread_mutex_unlock(&m_mutex); } bool Threading::Mutex::TryAcquire() { return EBUSY != pthread_mutex_trylock(&m_mutex); } // This is a wxApp-safe rendition of AcquireWithoutYield, which makes sure to execute pending app events // and messages *if* the lock is performed from the main GUI thread. // void Threading::Mutex::Acquire() { #if wxUSE_GUI if (!wxThread::IsMain() || (wxTheApp == NULL)) { pthread_mutex_lock(&m_mutex); } else if (_WaitGui_RecursionGuard(L"Mutex::Acquire")) { pthread_mutex_lock(&m_mutex); } else { //ScopedBusyCursor hourglass( Cursor_KindaBusy ); while (!AcquireWithoutYield(def_yieldgui_interval)) YieldToMain(); } #else pthread_mutex_lock(&m_mutex); #endif } bool Threading::Mutex::Acquire(const wxTimeSpan& timeout) { #if wxUSE_GUI if (!wxThread::IsMain() || (wxTheApp == NULL)) { return AcquireWithoutYield(timeout); } else if (_WaitGui_RecursionGuard(L"Mutex::TimedAcquire")) { return AcquireWithoutYield(timeout); } else { //ScopedBusyCursor hourglass( Cursor_KindaBusy ); wxTimeSpan countdown((timeout)); do { if (AcquireWithoutYield(def_yieldgui_interval)) break; YieldToMain(); countdown -= def_yieldgui_interval; } while (countdown.GetMilliseconds() > 0); return countdown.GetMilliseconds() > 0; } #else return AcquireWithoutYield(timeout); #endif } // Performs a wait on a locked mutex, or returns instantly if the mutex is unlocked. // Typically this action is used to determine if a thread is currently performing some // specific task, and to block until the task is finished (PersistentThread uses it to // determine if the thread is running or completed, for example). // // Implemented internally as a simple Acquire/Release pair. // void Threading::Mutex::Wait() { Acquire(); Release(); } // Like wait but spins for a while before sleeping the thread void Threading::Mutex::WaitWithSpin() { u32 waited = 0; while (true) { if (TryAcquire()) { Release(); return; } if (waited >= SPIN_TIME_NS) break; waited += ShortSpin(); } Wait(); } void Threading::Mutex::WaitWithoutYield() { AcquireWithoutYield(); Release(); } // Performs a wait on a locked mutex, or returns instantly if the mutex is unlocked. // (Implemented internally as a simple Acquire/Release pair.) // // Returns: // true if the mutex was freed and is in an unlocked state; or false if the wait timed out // and the mutex is still locked by another thread. // bool Threading::Mutex::Wait(const wxTimeSpan& timeout) { if (Acquire(timeout)) { Release(); return true; } return false; } bool Threading::Mutex::WaitWithoutYield(const wxTimeSpan& timeout) { if (AcquireWithoutYield(timeout)) { Release(); return true; } return false; } // -------------------------------------------------------------------------------------- // ScopedLock Implementations // -------------------------------------------------------------------------------------- Threading::ScopedLock::~ScopedLock() { if (m_IsLocked && m_lock) m_lock->Release(); } Threading::ScopedLock::ScopedLock(const Mutex* locker) { m_IsLocked = false; AssignAndLock(locker); } Threading::ScopedLock::ScopedLock(const Mutex& locker) { m_IsLocked = false; AssignAndLock(locker); } void Threading::ScopedLock::AssignAndLock(const Mutex& locker) { AssignAndLock(&locker); } void Threading::ScopedLock::AssignAndLock(const Mutex* locker) { pxAssert(!m_IsLocked); // if we're already locked, changing the lock is bad mojo. m_lock = const_cast(locker); if (!m_lock) return; m_IsLocked = true; m_lock->Acquire(); } void Threading::ScopedLock::Assign(const Mutex& locker) { m_lock = const_cast(&locker); } void Threading::ScopedLock::Assign(const Mutex* locker) { m_lock = const_cast(locker); } // Provides manual unlocking of a scoped lock prior to object destruction. void Threading::ScopedLock::Release() { if (!m_IsLocked) return; m_IsLocked = false; if (m_lock) m_lock->Release(); } // provides manual locking of a scoped lock, to re-lock after a manual unlocking. void Threading::ScopedLock::Acquire() { if (m_IsLocked || !m_lock) return; m_lock->Acquire(); m_IsLocked = true; } Threading::ScopedLock::ScopedLock(const Mutex& locker, bool isTryLock) { m_lock = const_cast(&locker); if (!m_lock) return; m_IsLocked = isTryLock ? m_lock->TryAcquire() : false; }