/* RageWorkerThread - a worker thread for operations that are allowed to time out. */ #ifndef RAGE_UTIL_WORKER_THREAD_H #define RAGE_UTIL_WORKER_THREAD_H #include "RageThreads.h" #include "RageTimer.h" class RageWorkerThread { public: RageWorkerThread( const RString &sName ); virtual ~RageWorkerThread(); /* Call SetTimeout(10) to start a timeout period of 10 seconds. This is not a * per-request timeout; you have 10 seconds to do your work, at which point all * requests time out until SetTimeout is called again. */ void SetTimeout( float fSeconds ); bool TimeoutEnabled() const { return !m_Timeout.IsZero(); } /* Return true if the last operation has timed out and has not yet recovered. */ bool IsTimedOut() const { return m_bTimedOut; } /* Pause until the next heartbeat completes. Returns false if timed out. This * triggers no actions, so no cleanup is run and IsTimedOut() is not affected. */ bool WaitForOneHeartbeat(); protected: /* Call this in the derived class to start and stop the thread. */ void StartThread(); void StopThread(); /* Run the given request. Return true if the operation completed, false on timeout. * Always call IsTimedOut() first; if true is returned, the thread is currently * timed out and DoRequest() must not be called. */ bool DoRequest( int iRequest ); /* Overload this in the derived class to handle requests. */ virtual void HandleRequest( int iRequest ) = 0; /* If DoRequest times out, this will be called in the thread after completion. * Clean up. No new requests will be allowed until this completes. */ virtual void RequestTimedOut() { } /* Enable a heartbeat. DoHeartbeat will be called every fSeconds while idle. * DoHeartbeat may safely time out; if DoRequest tries to start a request in * the main thread, it'll simply time out. */ void SetHeartbeat( float fSeconds ) { m_fHeartbeat = fSeconds; m_NextHeartbeat.Touch(); } virtual void DoHeartbeat() { } private: static int StartWorkerMain( void *pThis ) { ((RageWorkerThread *) (pThis))->WorkerMain(); return 0; } void WorkerMain(); enum { REQ_SHUTDOWN = -1, REQ_NONE = -2 }; RageThread m_WorkerThread; RageEvent m_WorkerEvent; RString m_sName; int m_iRequest; bool m_bRequestFinished; bool m_bTimedOut; RageTimer m_Timeout; float m_fHeartbeat; RageTimer m_NextHeartbeat; RageEvent m_HeartbeatEvent; }; #endif /* * (c) 2005 Glenn Maynard * All rights reserved. * * 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, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * 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 OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */