Torque3D/Engine/source/platformX86UNIX/threads/thread.cpp
2021-08-29 20:34:57 -04:00

160 lines
5 KiB
C++

//-----------------------------------------------------------------------------
// 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 <pthread.h>
#include "platform/threads/thread.h"
#include "platform/threads/semaphore.h"
#include "platform/threads/mutex.h"
#include <stdlib.h>
class PlatformThreadData
{
public:
ThreadRunFunction mRunFunc;
void* mRunArg;
Thread* mThread;
Semaphore mGateway; // default count is 1
pthread_t mThreadID;
bool mDead;
};
ThreadManager::MainThreadId ThreadManager::smMainThreadId;
//-----------------------------------------------------------------------------
// Function: ThreadRunHandler
// Summary: Calls Thread::run() with the thread's specified run argument.
// Neccesary because Thread::run() is provided as a non-threaded
// way to execute the thread's run function. So we have to keep
// track of the thread's lock here.
static void *ThreadRunHandler(void * arg)
{
PlatformThreadData *mData = reinterpret_cast<PlatformThreadData*>(arg);
Thread *thread = mData->mThread;
// mThreadID is filled in twice, once here and once in pthread_create().
// We fill in mThreadID here as well as in pthread_create() because addThread()
// can execute before pthread_create() returns and sets mThreadID.
// The value from pthread_create() and pthread_self() are guaranteed to be equivalent (but not identical)
mData->mThreadID = pthread_self();
ThreadManager::addThread(thread);
thread->run(mData->mRunArg);
ThreadManager::removeThread(thread);
bool autoDelete = thread->autoDelete;
mData->mThreadID = 0;
mData->mDead = true;
mData->mGateway.release();
if( autoDelete )
delete thread;
// return value for pthread lib's benefit
return NULL;
// the end of this function is where the created pthread will die.
}
//-----------------------------------------------------------------------------
Thread::Thread(ThreadRunFunction func, void* arg, bool start_thread, bool autodelete)
{
AssertFatal( !start_thread, "Thread::Thread() - auto-starting threads from ctor has been disallowed since the run() method is virtual" );
mData = new PlatformThreadData;
mData->mRunFunc = func;
mData->mRunArg = arg;
mData->mThread = this;
mData->mThreadID = 0;
mData->mDead = false;
autoDelete = autodelete;
}
Thread::~Thread()
{
stop();
if( isAlive() )
join();
delete mData;
}
void Thread::start( void* arg )
{
// cause start to block out other pthreads from using this Thread,
// at least until ThreadRunHandler exits.
mData->mGateway.acquire();
// reset the shouldStop flag, so we'll know when someone asks us to stop.
shouldStop = false;
mData->mDead = false;
if( !mData->mRunArg )
mData->mRunArg = arg;
pthread_create(&mData->mThreadID, NULL, ThreadRunHandler, mData);
}
bool Thread::join()
{
// not using pthread_join here because pthread_join cannot deal
// with multiple simultaneous calls.
mData->mGateway.acquire();
AssertFatal( !isAlive(), "Thread::join() - thread not dead after join()" );
mData->mGateway.release();
return true;
}
void Thread::run(void* arg)
{
if(mData->mRunFunc)
mData->mRunFunc(arg);
}
bool Thread::isAlive()
{
return ( !mData->mDead );
}
dsize_t Thread::getId()
{
return (dsize_t)mData->mThreadID;
}
void Thread::_setName( const char* )
{
// Not supported. Wading through endless lists of Thread-1, Thread-2, Thread-3, ... trying to find
// that one thread you are looking for is just so much fun.
}
dsize_t ThreadManager::getCurrentThreadId()
{
return (dsize_t)pthread_self();
}
bool ThreadManager::compare(dsize_t threadId_1, dsize_t threadId_2)
{
return pthread_equal((pthread_t)threadId_1, (pthread_t)threadId_2);
}