95 lines
3.6 KiB
C++
95 lines
3.6 KiB
C++
/* RageWorkerThread - a worker thread for operations that are allowed to time out. */
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#ifndef RAGE_UTIL_WORKER_THREAD_H
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#define RAGE_UTIL_WORKER_THREAD_H
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#include "RageThreads.h"
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#include "RageTimer.h"
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class RageWorkerThread
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{
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public:
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RageWorkerThread( const RString &sName );
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virtual ~RageWorkerThread();
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/* Call SetTimeout(10) to start a timeout period of 10 seconds. This is not a
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* per-request timeout; you have 10 seconds to do your work, at which point all
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* requests time out until SetTimeout is called again. */
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void SetTimeout( float fSeconds );
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bool TimeoutEnabled() const { return !m_Timeout.IsZero(); }
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/* Return true if the last operation has timed out and has not yet recovered. */
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bool IsTimedOut() const { return m_bTimedOut; }
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/* Pause until the next heartbeat completes. Returns false if timed out. This
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* triggers no actions, so no cleanup is run and IsTimedOut() is not affected. */
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bool WaitForOneHeartbeat();
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protected:
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/* Call this in the derived class to start and stop the thread. */
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void StartThread();
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void StopThread();
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/* Run the given request. Return true if the operation completed, false on timeout.
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* Always call IsTimedOut() first; if true is returned, the thread is currently
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* timed out and DoRequest() must not be called. */
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bool DoRequest( int iRequest );
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/* Overload this in the derived class to handle requests. */
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virtual void HandleRequest( int iRequest ) = 0;
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/* If DoRequest times out, this will be called in the thread after completion.
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* Clean up. No new requests will be allowed until this completes. */
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virtual void RequestTimedOut() { }
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/* Enable a heartbeat. DoHeartbeat will be called every fSeconds while idle.
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* DoHeartbeat may safely time out; if DoRequest tries to start a request in
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* the main thread, it'll simply time out. */
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void SetHeartbeat( float fSeconds ) { m_fHeartbeat = fSeconds; m_NextHeartbeat.Touch(); }
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virtual void DoHeartbeat() { }
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private:
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static int StartWorkerMain( void *pThis ) { ((RageWorkerThread *) (pThis))->WorkerMain(); return 0; }
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void WorkerMain();
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enum { REQ_SHUTDOWN = -1, REQ_NONE = -2 };
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RageThread m_WorkerThread;
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RageEvent m_WorkerEvent;
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RString m_sName;
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int m_iRequest;
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bool m_bRequestFinished;
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bool m_bTimedOut;
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RageTimer m_Timeout;
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float m_fHeartbeat;
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RageTimer m_NextHeartbeat;
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RageEvent m_HeartbeatEvent;
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};
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#endif
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/*
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* (c) 2005 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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