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/*****************************************************************
|
| Neptune - Threads
|
| Copyright (c) 2002-2008, Axiomatic Systems, LLC.
| All rights reserved.
|
| Redistribution and use in source and binary forms, with or without
| modification, are permitted provided that the following conditions are met:
| * Redistributions of source code must retain the above copyright
| notice, this list of conditions and the following disclaimer.
| * Redistributions in binary form must reproduce the above copyright
| notice, this list of conditions and the following disclaimer in the
| documentation and/or other materials provided with the distribution.
| * Neither the name of Axiomatic Systems nor the
| names of its contributors may be used to endorse or promote products
| derived from this software without specific prior written permission.
|
| THIS SOFTWARE IS PROVIDED BY AXIOMATIC SYSTEMS ''AS IS'' AND ANY
| EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
| WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
| DISCLAIMED. IN NO EVENT SHALL AXIOMATIC SYSTEMS BE LIABLE FOR ANY
| DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
| (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
| LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
| ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
| SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
****************************************************************/
/*----------------------------------------------------------------------
| includes
+---------------------------------------------------------------------*/
#include "NptThreads.h"
/*----------------------------------------------------------------------
| NPT_SingletonLock
+---------------------------------------------------------------------*/
NPT_Mutex NPT_SingletonLock::Instance;
/*----------------------------------------------------------------------
| NPT_ThreadCallbackSlot::NPT_ThreadCallbackSlot
+---------------------------------------------------------------------*/
NPT_ThreadCallbackSlot::NPT_ThreadCallbackSlot() :
m_CallbackArgs(NULL),
m_Shutdown(false),
m_NotificationHelper(NULL)
{
}
/*----------------------------------------------------------------------
| NPT_ThreadCallbackSlot::Shutdown
+---------------------------------------------------------------------*/
NPT_Result
NPT_ThreadCallbackSlot::Shutdown()
{
// protect against concurrent access
//FIXME: This will not work if another Thread has called ReceiveCallback with a timeout
NPT_AutoLock lock(m_ReadLock);
// signal we are shut down
m_Shutdown = true;
// clear up any pending callbacks
m_Pending.SetValue(0);
m_Ack.SetValue(1);
return NPT_SUCCESS;
}
/*----------------------------------------------------------------------
| NPT_ThreadCallbackSlot::SetNotificationHelper
+---------------------------------------------------------------------*/
NPT_Result
NPT_ThreadCallbackSlot::SetNotificationHelper(NotificationHelper* helper)
{
m_NotificationHelper = helper;
return NPT_SUCCESS;
}
/*----------------------------------------------------------------------
| NPT_ThreadCallbackSlot::ReceiveCallback
+---------------------------------------------------------------------*/
NPT_Result
NPT_ThreadCallbackSlot::ReceiveCallback(NPT_ThreadCallbackReceiver& receiver,
NPT_Timeout timeout)
{
// protect against concurrent access
//NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - read locking, timeout=%d\n", timeout);
NPT_AutoLock lock(m_ReadLock);
if (timeout) {
// wait until there is a pending callback
//NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - waiting...\n");
NPT_Result result = m_Pending.WaitUntilEquals(1, timeout);
if (NPT_FAILED(result)) return result; // don't log here because the result
// could be NPT_ERROR_TIMEOUT which
// is an expected normal case.
//NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - got it\n");
} else {
// see if something is pending
if (m_Pending.GetValue() == 0) {
//NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - nothing pending\n");
return NPT_ERROR_CALLBACK_NOTHING_PENDING;
}
}
// check if we have been shutdown
if (m_Shutdown) return NPT_ERROR_CALLBACK_HANDLER_SHUTDOWN;
// process the callback
//NPT_Debug("NPT_ThreadCallbackSlot::ReceiveCallback - calling back\n");
receiver.OnCallback(const_cast<void*>(m_CallbackArgs));
// signal that we've processed the callback
m_Pending.SetValue(0);
m_Ack.SetValue(1);
return NPT_SUCCESS;
}
/*----------------------------------------------------------------------
| NPT_ThreadCallbackSlot::SendCallback
+---------------------------------------------------------------------*/
NPT_Result
NPT_ThreadCallbackSlot::SendCallback(void* args)
{
// protect against concurrent access
//NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - write locking\n");
NPT_AutoLock lock(m_WriteLock);
// there should be nothing pending
#if defined(NPT_DEBUG)
NPT_ASSERT(m_Pending.GetValue() == 0);
#endif
// check if we have been shutdown
if (m_Shutdown) return NPT_ERROR_CALLBACK_HANDLER_SHUTDOWN;
// put the callback args
m_CallbackArgs = args;
//NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - signalling\n");
m_Pending.SetValue(1);
// call the helper before we wait
if (m_NotificationHelper) {
m_NotificationHelper->Notify();
}
// wait until the callback has been process, or we've been shutdown
//NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - waiting...\n");
m_Ack.WaitUntilEquals(1);
//NPT_Debug("NPT_ThreadCallbackSlot::SendCallback - got it\n");
// done
m_Ack.SetValue(0);
m_CallbackArgs = NULL;
return m_Shutdown?NPT_ERROR_CALLBACK_HANDLER_SHUTDOWN:NPT_SUCCESS;
}
|