mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
157 lines
4.5 KiB
C++
157 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/threads/thread.h"
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#include "platform/threads/semaphore.h"
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#include "platform/threads/mutex.h"
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#include <stdlib.h>
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#include <SDL.h>
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#include <SDL_thread.h>
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class PlatformThreadData
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{
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public:
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ThreadRunFunction mRunFunc;
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void* mRunArg;
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Thread* mThread;
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Semaphore mGateway; // default count is 1
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SDL_threadID mThreadID;
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SDL_Thread* mSdlThread;
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bool mDead;
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};
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ThreadManager::MainThreadId ThreadManager::smMainThreadId;
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//-----------------------------------------------------------------------------
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// Function: ThreadRunHandler
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// Summary: Calls Thread::run() with the thread's specified run argument.
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// Neccesary because Thread::run() is provided as a non-threaded
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// way to execute the thread's run function. So we have to keep
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// track of the thread's lock here.
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static int ThreadRunHandler(void * arg)
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{
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PlatformThreadData *mData = reinterpret_cast<PlatformThreadData*>(arg);
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Thread *thread = mData->mThread;
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mData->mThreadID = SDL_ThreadID();
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ThreadManager::addThread(thread);
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thread->run(mData->mRunArg);
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ThreadManager::removeThread(thread);
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bool autoDelete = thread->autoDelete;
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mData->mThreadID = 0;
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mData->mDead = true;
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mData->mGateway.release();
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if( autoDelete )
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delete thread;
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return 0;
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}
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//-----------------------------------------------------------------------------
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Thread::Thread(ThreadRunFunction func, void* arg, bool start_thread, bool autodelete)
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{
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AssertFatal( !start_thread, "Thread::Thread() - auto-starting threads from ctor has been disallowed since the run() method is virtual" );
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mData = new PlatformThreadData;
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mData->mRunFunc = func;
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mData->mRunArg = arg;
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mData->mThread = this;
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mData->mThreadID = 0;
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mData->mDead = false;
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mData->mSdlThread = NULL;
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autoDelete = autodelete;
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shouldStop = true;
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}
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Thread::~Thread()
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{
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stop();
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if( isAlive() )
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join();
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delete mData;
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}
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void Thread::start( void* arg )
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{
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// cause start to block out other pthreads from using this Thread,
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// at least until ThreadRunHandler exits.
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mData->mGateway.acquire();
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// reset the shouldStop flag, so we'll know when someone asks us to stop.
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shouldStop = false;
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mData->mDead = false;
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if( !mData->mRunArg )
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mData->mRunArg = arg;
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mData->mSdlThread = SDL_CreateThread(ThreadRunHandler,NULL,mData);
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}
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bool Thread::join()
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{
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mData->mGateway.acquire();
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AssertFatal( !isAlive(), "Thread::join() - thread not dead after join()" );
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mData->mGateway.release();
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return true;
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}
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void Thread::run(void* arg)
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{
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if(mData->mRunFunc)
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mData->mRunFunc(arg);
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}
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bool Thread::isAlive()
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{
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return ( !mData->mDead );
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}
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dsize_t Thread::getId()
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{
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return (dsize_t)mData->mThreadID;
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}
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void Thread::_setName( const char* )
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{
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// Not supported. Wading through endless lists of Thread-1, Thread-2, Thread-3, ... trying to find
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// that one thread you are looking for is just so much fun.
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}
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dsize_t ThreadManager::getCurrentThreadId()
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{
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return (dsize_t)SDL_ThreadID();
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}
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bool ThreadManager::compare(dsize_t threadId_1, dsize_t threadId_2)
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{
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return (threadId_1 == threadId_2);
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}
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