1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204
|
/*
* Copyright (C) 2004 Rui Nuno Capela, Steve Harris
* Copyright (C) 2008 Nedko Arnaudov
* Copyright (C) 2008 Grame
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
#include "JackMessageBuffer.h"
#include "JackGlobals.h"
#include "JackError.h"
#include "JackTime.h"
namespace Jack
{
JackMessageBuffer* JackMessageBuffer::fInstance = NULL;
JackMessageBuffer::JackMessageBuffer()
:fInit(NULL),
fInitArg(NULL),
fThread(this),
fGuard(),
fInBuffer(0),
fOutBuffer(0),
fOverruns(0),
fRunning(false)
{}
JackMessageBuffer::~JackMessageBuffer()
{}
bool JackMessageBuffer::Start()
{
// Before StartSync()...
fRunning = true;
if (fThread.StartSync() == 0) {
return true;
} else {
fRunning = false;
return false;
}
}
bool JackMessageBuffer::Stop()
{
if (fOverruns > 0) {
jack_error("WARNING: %d message buffer overruns!", fOverruns);
} else {
jack_log("no message buffer overruns");
}
if (fGuard.Lock()) {
fRunning = false;
fGuard.Signal();
fGuard.Unlock();
fThread.Stop();
} else {
fThread.Kill();
}
Flush();
return true;
}
void JackMessageBuffer::Flush()
{
while (fOutBuffer != fInBuffer) {
jack_log_function(fBuffers[fOutBuffer].level, fBuffers[fOutBuffer].message);
fOutBuffer = MB_NEXT(fOutBuffer);
}
}
void JackMessageBuffer::AddMessage(int level, const char *message)
{
if (fGuard.Trylock()) {
fBuffers[fInBuffer].level = level;
strncpy(fBuffers[fInBuffer].message, message, MB_BUFFERSIZE);
fInBuffer = MB_NEXT(fInBuffer);
fGuard.Signal();
fGuard.Unlock();
} else { /* lock collision */
INC_ATOMIC(&fOverruns);
}
}
bool JackMessageBuffer::Execute()
{
if (fGuard.Lock()) {
while (fRunning) {
fGuard.Wait();
/* the client asked for all threads to run a thread
initialization callback, which includes us.
*/
if (fInit) {
fInit(fInitArg);
fInit = NULL;
/* and we're done */
fGuard.Signal();
}
/* releasing the mutex reduces contention */
fGuard.Unlock();
Flush();
fGuard.Lock();
}
fGuard.Unlock();
} else {
jack_error("JackMessageBuffer::Execute lock cannot be taken");
}
return false;
}
bool JackMessageBuffer::Create()
{
if (fInstance == NULL) {
fInstance = new JackMessageBuffer();
if (!fInstance->Start()) {
jack_error("JackMessageBuffer::Create cannot start thread");
delete fInstance;
fInstance = NULL;
return false;
}
}
return true;
}
bool JackMessageBuffer::Destroy()
{
if (fInstance != NULL) {
fInstance->Stop();
delete fInstance;
fInstance = NULL;
return true;
} else {
return false;
}
}
void JackMessageBufferAdd(int level, const char *message)
{
if (Jack::JackMessageBuffer::fInstance == NULL) {
/* Unable to print message with realtime safety. Complain and print it anyway. */
jack_log_function(LOG_LEVEL_ERROR, "messagebuffer not initialized, skip message");
} else {
Jack::JackMessageBuffer::fInstance->AddMessage(level, message);
}
}
int JackMessageBuffer::SetInitCallback(JackThreadInitCallback callback, void *arg)
{
if (fInstance && callback && fRunning && fGuard.Lock()) {
/* set up the callback */
fInitArg = arg;
fInit = callback;
#ifndef WIN32
// wake msg buffer thread
fGuard.Signal();
// wait for it to be done
fGuard.Wait();
// and we're done
fGuard.Unlock();
#else
/*
The condition variable emulation code does not work reliably on Windows (lost signal).
So use a "hackish" way to signal/wait for the result.
Probaly better in the long term : use pthread-win32 (http://sourceware.org/pthreads-win32/`
*/
fGuard.Unlock();
int count = 0;
while (fInit && ++count < 1000) {
/* wake msg buffer thread */
fGuard.Signal();
JackSleep(1000);
}
if (count == 1000) {
jack_error("JackMessageBuffer::SetInitCallback : signal lost");
return -1;
}
#endif
return 0;
}
jack_error("JackMessageBuffer::SetInitCallback : callback could not be executed");
return -1;
}
};
|