233 lines
8.5 KiB
C++
233 lines
8.5 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <algorithm>
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#include <forward_list>
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#include "third_party/disruptorplus/include/disruptorplus/blocking_wait_strategy.hpp"
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#include "third_party/disruptorplus/include/disruptorplus/multi_threaded_claim_strategy.hpp"
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#include "third_party/disruptorplus/include/disruptorplus/ring_buffer.hpp"
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#include "third_party/disruptorplus/include/disruptorplus/sequence_barrier.hpp"
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#include "third_party/disruptorplus/include/disruptorplus/spin_wait.hpp"
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#include "third_party/disruptorplus/include/disruptorplus/spin_wait_strategy.hpp"
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#include "xenia/base/assert.h"
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#include "xenia/base/threading.h"
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#include "xenia/base/threading_timer_queue.h"
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namespace dp = disruptorplus;
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namespace xe {
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namespace threading {
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using WaitItem = TimerQueueWaitItem;
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/*
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chrispy: changed this to a blocking wait from a spin-wait, the spin was
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monopolizing a ton of cpu time (depending on the game 2-4% of total cpu time)
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on my 3990x no complaints since that change
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*/
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/*
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edit: actually had to change it back, when i was testing it only worked
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because i fixed disruptorplus' code to compile (it gives wrong args to
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condition_variable::wait_until) but now builds
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*/
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/*
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edit2: (30.12.2024) After uplifting version of MSVC compiler Xenia cannot be
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correctly initialized if you're using proton.
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*/
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using WaitStrat = dp::spin_wait_strategy;
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class TimerQueue {
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public:
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using clock = WaitItem::clock;
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static_assert(clock::is_steady);
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public:
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TimerQueue()
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: buffer_(kWaitCount),
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wait_strategy_(),
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claim_strategy_(kWaitCount, wait_strategy_),
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consumed_(wait_strategy_),
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shutdown_(false) {
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claim_strategy_.add_claim_barrier(consumed_);
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dispatch_thread_ = std::thread(&TimerQueue::TimerThreadMain, this);
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}
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~TimerQueue() {
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shutdown_.store(true, std::memory_order_release);
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// Kick dispatch thread to check shutdown flag
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auto wait_item = std::make_shared<WaitItem>(nullptr, nullptr, this,
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clock::time_point::min(),
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clock::duration::zero());
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wait_item->Disarm();
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QueueTimer(std::move(wait_item));
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dispatch_thread_.join();
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}
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void TimerThreadMain() {
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dp::sequence_t next_sequence = 0;
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const auto comp = [](const std::shared_ptr<WaitItem>& left,
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const std::shared_ptr<WaitItem>& right) {
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return left->due_ < right->due_;
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};
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xe::threading::set_name("xe::threading::TimerQueue");
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while (!shutdown_.load(std::memory_order_relaxed)) {
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{
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// Consume new wait items and add them to sorted wait queue
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dp::sequence_t available = claim_strategy_.wait_until_published(
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next_sequence, next_sequence - 1,
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wait_queue_.empty() ? clock::time_point::max()
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: wait_queue_.front()->due_);
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// Check for timeout
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if (available != next_sequence - 1) {
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std::forward_list<std::shared_ptr<WaitItem>> wait_items;
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do {
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wait_items.push_front(std::move(buffer_[next_sequence]));
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} while (next_sequence++ != available);
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consumed_.publish(available);
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wait_items.sort(comp);
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wait_queue_.merge(wait_items, comp);
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}
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}
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{
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// Check wait queue, invoke callbacks and reschedule
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std::forward_list<std::shared_ptr<WaitItem>> wait_items;
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while (!wait_queue_.empty() &&
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wait_queue_.front()->due_ <= clock::now()) {
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auto wait_item = std::move(wait_queue_.front());
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wait_queue_.pop_front();
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// Ensure that it isn't disarmed
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auto state = WaitItem::State::kIdle;
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if (wait_item->state_.compare_exchange_strong(
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state, WaitItem::State::kInCallback,
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std::memory_order_acq_rel)) {
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// Possibility to dispatch to a thread pool here
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assert_not_null(wait_item->callback_);
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wait_item->callback_(wait_item->userdata_);
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if (wait_item->interval_ != clock::duration::zero() &&
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wait_item->state_.load(std::memory_order_acquire) !=
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WaitItem::State::kInCallbackSelfDisarmed) {
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// Item is recurring and didn't self-disarm during callback:
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wait_item->due_ += wait_item->interval_;
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wait_item->state_.store(WaitItem::State::kIdle,
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std::memory_order_release);
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wait_items.push_front(std::move(wait_item));
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} else {
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wait_item->state_.store(WaitItem::State::kDisarmed,
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std::memory_order_release);
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}
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} else {
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// Specifically, kInCallback is illegal here
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assert_true(WaitItem::State::kDisarmed == state);
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}
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}
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wait_items.sort(comp);
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wait_queue_.merge(wait_items, comp);
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}
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}
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}
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std::weak_ptr<WaitItem> QueueTimer(std::shared_ptr<WaitItem> wait_item) {
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auto wait_item_weak = std::weak_ptr<WaitItem>(wait_item);
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// Mitigate callback flooding
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wait_item->due_ =
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std::max(clock::now() - wait_item->interval_, wait_item->due_);
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auto sequence = claim_strategy_.claim_one();
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buffer_[sequence] = std::move(wait_item);
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claim_strategy_.publish(sequence);
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return wait_item_weak;
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}
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const std::thread& dispatch_thread() const { return dispatch_thread_; }
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private:
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// This ring buffer will be used to introduce timers queued by the public API
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static constexpr size_t kWaitCount = 512;
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dp::ring_buffer<std::shared_ptr<WaitItem>> buffer_;
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WaitStrat wait_strategy_;
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dp::multi_threaded_claim_strategy<WaitStrat> claim_strategy_;
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dp::sequence_barrier<WaitStrat> consumed_;
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// This is a _sorted_ (ascending due_) list of active timers managed by a
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// dedicated thread
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std::forward_list<std::shared_ptr<WaitItem>> wait_queue_;
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std::atomic_bool shutdown_;
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std::thread dispatch_thread_;
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};
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xe::threading::TimerQueue timer_queue_;
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void TimerQueueWaitItem::Disarm() {
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State state;
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// Special case for calling from a callback itself
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if (std::this_thread::get_id() == parent_queue_->dispatch_thread().get_id()) {
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state = State::kInCallback;
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if (state_.compare_exchange_strong(state, State::kInCallbackSelfDisarmed,
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std::memory_order_acq_rel)) {
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// If we are self disarming from the callback set this special state and
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// exit
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return;
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}
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// Normal case can handle the rest
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}
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dp::spin_wait spinner;
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state = State::kIdle;
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// Classes which hold WaitItems will often call Disarm() to cancel them during
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// destruction. This may lead to race conditions when the dispatch thread
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// executes a callback which accesses memory that is freed simultaneously due
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// to this. Therefore, we need to guarantee that no callbacks will be running
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// once Disarm() has returned.
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while (!state_.compare_exchange_weak(state, State::kDisarmed,
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std::memory_order_acq_rel)) {
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if (state == State::kDisarmed) {
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// Do not break for kInCallbackSelfDisarmed and keep spinning in order to
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// meet guarantees
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break;
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}
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state = State::kIdle;
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spinner.spin_once();
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}
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}
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// unused
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std::weak_ptr<WaitItem> QueueTimerOnce(std::function<void(void*)> callback,
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void* userdata,
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WaitItem::clock::time_point due) {
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return timer_queue_.QueueTimer(
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std::make_shared<WaitItem>(std::move(callback), userdata, &timer_queue_,
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due, WaitItem::clock::duration::zero()));
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}
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// only used by HighResolutionTimer
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std::weak_ptr<WaitItem> QueueTimerRecurring(
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std::function<void(void*)> callback, void* userdata,
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WaitItem::clock::time_point due, WaitItem::clock::duration interval) {
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return timer_queue_.QueueTimer(std::make_shared<WaitItem>(
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std::move(callback), userdata, &timer_queue_, due, interval));
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}
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} // namespace threading
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} // namespace xe
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