225 lines
6.0 KiB
C++
225 lines
6.0 KiB
C++
#include "global.h"
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#include "RageUtil_WorkerThread.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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RageWorkerThread::RageWorkerThread( const RString &sName ):
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m_WorkerEvent( "\"" + sName + "\" worker event" ),
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m_HeartbeatEvent( "\"" + sName + "\" heartbeat event" )
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{
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m_sName = sName;
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m_Timeout.SetZero();
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m_iRequest = REQ_NONE;
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m_bTimedOut = false;
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m_fHeartbeat = -1;
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m_bRequestFinished = false;
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m_WorkerThread.SetName( "Worker thread (" + sName + ")" );
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}
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RageWorkerThread::~RageWorkerThread()
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{
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/* The worker thread must be stopped by the derived class. */
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ASSERT( !m_WorkerThread.IsCreated() );
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}
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void RageWorkerThread::SetTimeout( float fSeconds )
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{
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m_WorkerEvent.Lock();
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if( fSeconds < 0 )
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m_Timeout.SetZero();
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else
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{
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m_Timeout.Touch();
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m_Timeout += fSeconds;
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}
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m_WorkerEvent.Unlock();
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}
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void RageWorkerThread::StartThread()
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{
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ASSERT( !m_WorkerThread.IsCreated() );
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m_WorkerThread.Create( StartWorkerMain, this );
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}
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void RageWorkerThread::StopThread()
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{
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/* If we're timed out, wait. */
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m_WorkerEvent.Lock();
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if( m_bTimedOut )
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{
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LOG->Trace( "Waiting for timed-out worker thread \"%s\" to complete ...", m_sName.c_str() );
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while( m_bTimedOut )
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m_WorkerEvent.Wait();
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}
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m_WorkerEvent.Unlock();
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/* Disable the timeout. This will ensure that we really wait for the worker
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* thread to shut down. */
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SetTimeout( -1 );
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/* Shut down. */
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DoRequest( REQ_SHUTDOWN );
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m_WorkerThread.Wait();
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}
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bool RageWorkerThread::DoRequest( int iRequest )
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{
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ASSERT( !m_bTimedOut );
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ASSERT( m_iRequest == REQ_NONE );
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if( m_Timeout.IsZero() && iRequest != REQ_SHUTDOWN )
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LOG->Warn( "Request made with timeout disabled (%s, iRequest = %i)", m_sName.c_str(), iRequest );
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/* Set the request, and wake up the worker thread. */
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m_WorkerEvent.Lock();
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m_iRequest = iRequest;
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m_WorkerEvent.Broadcast();
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/* Wait for it to complete or time out. */
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while( !m_bRequestFinished )
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{
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bool bTimedOut = !m_WorkerEvent.Wait( &m_Timeout );
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if( bTimedOut )
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break;
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}
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const bool bRequestFinished = m_bRequestFinished;
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if( m_bRequestFinished )
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{
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/* The request finished successfully. It's the calling function's
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* responsibility to clean up. */
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m_bRequestFinished = false;
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}
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else
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{
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/* The request hasn't finished yet. Set m_bTimedOut true. This tells the
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* still-running request that it timed out, and so it's the thread's
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* responsibility to clean up--we can't do it, since we'd collide with the
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* request. */
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m_bTimedOut = true;
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}
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m_WorkerEvent.Unlock();
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return bRequestFinished;
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}
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void RageWorkerThread::WorkerMain()
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{
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while(1)
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{
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bool bTimeToRunHeartbeat = false;
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m_WorkerEvent.Lock();
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while( m_iRequest == REQ_NONE && !bTimeToRunHeartbeat )
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{
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if( !m_WorkerEvent.Wait( m_fHeartbeat != -1? &m_NextHeartbeat:NULL ) )
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bTimeToRunHeartbeat = true;
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}
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const int iRequest = m_iRequest;
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m_iRequest = REQ_NONE;
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m_WorkerEvent.Unlock();
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/* If it's time to run a heartbeat, do so. */
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if( bTimeToRunHeartbeat )
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{
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DoHeartbeat();
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/* Wake up anyone waiting for a heartbeat. */
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m_HeartbeatEvent.Lock();
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m_HeartbeatEvent.Broadcast();
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m_HeartbeatEvent.Unlock();
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/* Schedule the next heartbeat. */
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m_NextHeartbeat.Touch();
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m_NextHeartbeat += m_fHeartbeat;
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}
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if( iRequest != REQ_NONE )
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{
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/* Handle the request. */
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if( iRequest != REQ_SHUTDOWN )
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{
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CHECKPOINT_M( ssprintf("HandleRequest(%i)", iRequest) );
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HandleRequest( iRequest );
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CHECKPOINT_M( ssprintf("HandleRequest(%i) done", iRequest) );
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}
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/* Lock the mutex, to keep DoRequest where it is (if it's still running). */
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/* The request is finished. If it timed out, clear the timeout flag and
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* call RequestTimedOut, to allow cleaning up. */
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m_WorkerEvent.Lock();
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if( m_bTimedOut )
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{
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LOG->Trace( "Request %i timed out", iRequest );
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/* The calling thread timed out. It's already gone and moved on, so
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* it's our responsibility to clean up. No new requests will come in
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* until we clear m_bTimedOut, so we can safely unlock and clean up. */
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m_WorkerEvent.Unlock();
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RequestTimedOut();
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/* Clear the time-out flag, indicating that we can work again. */
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m_bTimedOut = false;
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CHECKPOINT;
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}
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else
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{
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CHECKPOINT_M( ssprintf("HandleRequest(%i) OK", iRequest) );
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m_bRequestFinished = true;
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/* We're finished. Wake up the requester. */
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m_WorkerEvent.Broadcast();
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m_WorkerEvent.Unlock();
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}
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}
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if( iRequest == REQ_SHUTDOWN )
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break;
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}
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}
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bool RageWorkerThread::WaitForOneHeartbeat()
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{
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/* It doesn't make sense to wait for a heartbeat if there is no heartbeat. */
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ASSERT( m_fHeartbeat != -1 );
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m_HeartbeatEvent.Lock();
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bool bTimedOut = !m_HeartbeatEvent.Wait( &m_Timeout );
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m_HeartbeatEvent.Unlock();
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return !bTimedOut;
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}
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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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