mirror of https://github.com/PCSX2/pcsx2.git
600 lines
20 KiB
C++
600 lines
20 KiB
C++
/* 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 <semaphore.h>
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#include <errno.h> // EBUSY
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#include <pthread.h>
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#include "Pcsx2Defs.h"
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#include "ScopedPtr.h"
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#undef Yield // release th burden of windows.h global namespace spam.
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#define AffinityAssert_AllowFromMain() \
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pxAssertMsg( wxThread::IsMain(), "Thread affinity violation: Call allowed from main thread only." )
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class wxTimeSpan;
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namespace Threading
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{
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class PersistentThread;
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}
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namespace Exception
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{
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class BaseThreadError : public virtual RuntimeError
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{
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public:
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Threading::PersistentThread* m_thread;
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DEFINE_EXCEPTION_COPYTORS( BaseThreadError )
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explicit BaseThreadError( Threading::PersistentThread* _thread=NULL )
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{
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m_thread = _thread;
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BaseException::InitBaseEx( "Unspecified thread error" );
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}
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BaseThreadError( Threading::PersistentThread& _thread )
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{
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m_thread = &_thread;
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BaseException::InitBaseEx( "Unspecified thread error" );
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}
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virtual wxString FormatDiagnosticMessage() const;
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virtual wxString FormatDisplayMessage() const;
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Threading::PersistentThread& Thread();
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const Threading::PersistentThread& Thread() const;
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};
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class ThreadCreationError : public virtual BaseThreadError
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{
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public:
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DEFINE_EXCEPTION_COPYTORS( ThreadCreationError )
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explicit ThreadCreationError( Threading::PersistentThread* _thread=NULL, const char* msg="Creation of thread '%s' failed." )
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{
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m_thread = _thread;
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BaseException::InitBaseEx( msg );
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}
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ThreadCreationError( Threading::PersistentThread& _thread, const char* msg="Creation of thread '%s' failed." )
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{
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m_thread = &_thread;
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BaseException::InitBaseEx( msg );
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}
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ThreadCreationError( Threading::PersistentThread& _thread, const wxString& msg_diag, const wxString& msg_user )
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{
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m_thread = &_thread;
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BaseException::InitBaseEx( msg_diag, msg_user );
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}
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};
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#if wxUSE_GUI
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// --------------------------------------------------------------------------------------
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// ThreadTimedOut Exception
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// --------------------------------------------------------------------------------------
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// This exception is thrown by Semaphore and Mutex Wait/Acquire functions if a blocking wait is
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// needed due to gui Yield recursion, and the timeout period for deadlocking (usually 3 seconds)
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// is reached before the lock becomes available. This exception cannot occur in the following
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// conditions:
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// * If the user-specified timeout is less than the deadlock timeout.
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// * If the method is run from a thread *other* than the MainGui thread.
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//
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class ThreadTimedOut : public virtual BaseThreadError
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{
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public:
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DEFINE_EXCEPTION_COPYTORS( ThreadTimedOut )
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explicit ThreadTimedOut( Threading::PersistentThread* _thread=NULL, const char* msg="Blocking action timed out waiting for '%s' (potential thread deadlock)." )
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{
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m_thread = _thread;
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BaseException::InitBaseEx( msg );
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}
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ThreadTimedOut( Threading::PersistentThread& _thread, const char* msg="Blocking action timed out waiting for '%s' (potential thread deadlock)." )
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{
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m_thread = &_thread;
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BaseException::InitBaseEx( msg );
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}
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ThreadTimedOut( Threading::PersistentThread& _thread, const wxString& msg_diag, const wxString& msg_user )
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{
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m_thread = &_thread;
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BaseException::InitBaseEx( msg_diag, msg_user );
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}
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};
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#endif
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}
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// Yields this thread against the main thread *if* the main thread's message pump has pending
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// messages. If the main thread is idle then no yield is performed.
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extern void pxYieldToMain();
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namespace Threading
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{
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// --------------------------------------------------------------------------------------
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// Platform Specific External APIs
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// --------------------------------------------------------------------------------------
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// The following set of documented functions have Linux/Win32 specific implementations,
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// which are found in WinThreads.cpp and LnxThreads.cpp
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// Releases a timeslice to other threads.
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extern void Timeslice();
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// For use in spin/wait loops.
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extern void SpinWait();
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// Optional implementation to enable hires thread/process scheduler for the operating system.
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// Needed by Windows, but might not be relevant to other platforms.
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extern void EnableHiresScheduler();
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extern void DisableHiresScheduler();
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// sleeps the current thread for the given number of milliseconds.
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extern void Sleep( int ms );
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// --------------------------------------------------------------------------------------
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// AtomicExchange / AtomicIncrement
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// --------------------------------------------------------------------------------------
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// Our fundamental interlocking functions. All other useful interlocks can be derived
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// from these little beasties! (these are all implemented internally using cross-platform
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// implementations of _InterlockedExchange and such)
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extern u32 AtomicExchange( volatile u32& Target, u32 value );
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extern u32 AtomicExchangeAdd( volatile u32& Target, u32 value );
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extern u32 AtomicIncrement( volatile u32& Target );
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extern u32 AtomicDecrement( volatile u32& Target );
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extern s32 AtomicExchange( volatile s32& Target, s32 value );
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extern s32 AtomicExchangeAdd( volatile s32& Target, s32 value );
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extern s32 AtomicExchangeSub( volatile s32& Target, s32 value );
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extern s32 AtomicIncrement( volatile s32& Target );
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extern s32 AtomicDecrement( volatile s32& Target );
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extern bool AtomicBitTestAndReset( volatile u32& bitset, u8 bit );
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extern void* _AtomicExchangePointer( void * volatile * const target, void* const value );
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extern void* _AtomicCompareExchangePointer( void * volatile * const target, void* const value, void* const comparand );
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#define AtomicExchangePointer( target, value ) \
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_InterlockedExchangePointer( &target, value )
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#define AtomicCompareExchangePointer( target, value, comparand ) \
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_InterlockedCompareExchangePointer( &target, value, comparand )
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// pthread Cond is an evil api that is not suited for Pcsx2 needs.
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// Let's not use it. Use mutexes and semaphores instead to create waits. (Air)
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#if 0
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struct WaitEvent
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{
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pthread_cond_t cond;
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pthread_mutex_t mutex;
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WaitEvent();
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~WaitEvent() throw();
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void Set();
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void Wait();
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};
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#endif
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// --------------------------------------------------------------------------------------
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// NonblockingMutex
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// --------------------------------------------------------------------------------------
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// This is a very simple non-blocking mutex, which behaves similarly to pthread_mutex's
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// trylock(), but without any of the extra overhead needed to set up a structure capable
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// of blocking waits. It basically optimizes to a single InterlockedExchange.
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//
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// Simple use: if TryAcquire() returns false, the Bool is already interlocked by another thread.
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// If TryAcquire() returns true, you've locked the object and are *responsible* for unlocking
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// it later.
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//
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class NonblockingMutex
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{
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protected:
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volatile int val;
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public:
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NonblockingMutex() : val( false ) {}
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virtual ~NonblockingMutex() throw() {}
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bool TryAcquire() throw()
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{
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return !AtomicExchange( val, true );
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}
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bool IsLocked()
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{ return !!val; }
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void Release()
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{
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AtomicExchange( val, false );
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}
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};
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class Semaphore
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{
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protected:
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sem_t m_sema;
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public:
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Semaphore();
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virtual ~Semaphore() throw();
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void Reset();
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void Post();
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void Post( int multiple );
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void WaitWithoutYield();
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bool WaitWithoutYield( const wxTimeSpan& timeout );
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void WaitNoCancel();
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void WaitNoCancel( const wxTimeSpan& timeout );
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int Count();
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void Wait();
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bool Wait( const wxTimeSpan& timeout );
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};
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class Mutex
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{
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protected:
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pthread_mutex_t m_mutex;
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public:
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Mutex();
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virtual ~Mutex() throw();
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virtual bool IsRecursive() const { return false; }
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void Recreate();
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bool RecreateIfLocked();
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void Detach();
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void Acquire();
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bool Acquire( const wxTimeSpan& timeout );
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bool TryAcquire();
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void Release();
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void AcquireWithoutYield();
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bool AcquireWithoutYield( const wxTimeSpan& timeout );
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void Wait();
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bool Wait( const wxTimeSpan& timeout );
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protected:
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// empty constructor used by MutexLockRecursive
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Mutex( bool ) {}
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};
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class MutexLockRecursive : public Mutex
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{
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public:
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MutexLockRecursive();
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virtual ~MutexLockRecursive() throw();
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virtual bool IsRecursive() const { return true; }
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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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// 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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protected:
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typedef int (*PlainJoeFP)();
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wxString m_name; // diagnostic name for our thread.
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pthread_t m_thread;
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Semaphore m_sem_event; // general wait event that's needed by most threads.
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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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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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virtual void Start();
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virtual void Cancel( bool isBlocking = true );
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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 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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void YieldToMain() 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;
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bool AffinityAssert_DisallowFromSelf() const;
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// ----------------------------------------------------------------------------
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// Section of methods for internal use only.
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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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// ScopedLock
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// --------------------------------------------------------------------------------------
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// Helper class for using Mutexes. Using this class provides an exception-safe (and
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// generally clean) method of locking code inside a function or conditional block. The lock
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// will be automatically released on any return or exit from the function.
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//
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class ScopedLock
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{
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DeclareNoncopyableObject(ScopedLock);
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protected:
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Mutex& m_lock;
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bool m_IsLocked;
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public:
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virtual ~ScopedLock() throw()
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{
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if( m_IsLocked )
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m_lock.Release();
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}
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ScopedLock( Mutex& locker ) :
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m_lock( locker )
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, m_IsLocked( true )
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{
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m_lock.Acquire();
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}
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// Provides manual unlocking of a scoped lock prior to object destruction.
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void Release()
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{
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if( !m_IsLocked ) return;
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m_IsLocked = false;
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m_lock.Release();
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}
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// provides manual locking of a scoped lock, to re-lock after a manual unlocking.
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void Acquire()
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{
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if( m_IsLocked ) return;
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m_lock.Acquire();
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m_IsLocked = true;
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}
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bool IsLocked() const { return m_IsLocked; }
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protected:
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// Special constructor used by ScopedTryLock
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ScopedLock( Mutex& locker, bool isTryLock ) :
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m_lock( locker )
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, m_IsLocked( isTryLock ? m_lock.TryAcquire() : false )
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{
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}
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};
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class ScopedTryLock : public ScopedLock
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{
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public:
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ScopedTryLock( Mutex& locker ) : ScopedLock( locker, true ) { }
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virtual ~ScopedTryLock() throw() {}
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bool Failed() const { return !m_IsLocked; }
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};
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// --------------------------------------------------------------------------------------
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// ScopedNonblockingLock
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// --------------------------------------------------------------------------------------
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// A ScopedTryLock branded for use with Nonblocking mutexes. See ScopedTryLock for details.
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//
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class ScopedNonblockingLock
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{
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DeclareNoncopyableObject(ScopedNonblockingLock);
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protected:
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NonblockingMutex& m_lock;
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bool m_IsLocked;
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public:
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ScopedNonblockingLock( NonblockingMutex& locker ) :
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m_lock( locker )
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, m_IsLocked( m_lock.TryAcquire() )
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{
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}
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virtual ~ScopedNonblockingLock() throw()
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{
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if( m_IsLocked )
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m_lock.Release();
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}
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bool Failed() const { return !m_IsLocked; }
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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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|
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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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|
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virtual void ExecuteTaskInThread();
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|
};
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}
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