Torque3D/Engine/source/platform/async/asyncUpdate.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/async/asyncUpdate.h"
#include "core/stream/tStream.h"
//-----------------------------------------------------------------------------
// AsyncUpdateList implementation.
//-----------------------------------------------------------------------------
void AsyncUpdateList::process( S32 timeOut )
{
U32 endTime = 0;
if( timeOut != -1 )
endTime = Platform::getRealMilliseconds() + timeOut;
// Flush the process list.
IPolled* ptr;
IPolled* firstProcessedPtr = 0;
while( mUpdateList.tryPopFront( ptr ) )
{
if( ptr == firstProcessedPtr )
{
// We've wrapped around. Stop.
mUpdateList.pushFront( ptr );
break;
}
if( ptr->update() )
{
mUpdateList.pushBack( ptr );
if( !firstProcessedPtr )
firstProcessedPtr = ptr;
}
// Stop if we have exceeded our processing time budget.
if( timeOut != -1
&& Platform::getRealMilliseconds() >= endTime )
break;
}
}
//--------------------------------------------------------------------------
// AsyncUpdateThread implementation.
//--------------------------------------------------------------------------
void AsyncUpdateThread::run( void* )
{
_setName( getName() );
while( !checkForStop() )
{
_waitForEventAndReset();
if( !checkForStop() )
mUpdateList->process();
}
}