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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _THREADING_H_
#define _THREADING_H_
#include <string>
#ifndef WIN32
#include <pthread.h>
#include "System/Platform/Linux/ThreadSupport.h"
#include <semaphore.h>
#endif
#ifdef __APPLE__
#include <libkern/OSAtomic.h> // OSAtomicIncrement64
#endif
#include "System/Platform/Win/win32.h"
#include "System/Threading/SpringThreading.h"
#include <functional>
#include <atomic>
#include <cinttypes>
namespace Threading {
class ThreadControls;
extern thread_local std::shared_ptr<Threading::ThreadControls> threadCtls;
/**
* Generic types & functions to handle OS native threads
*/
#ifdef WIN32
typedef DWORD NativeThreadId;
typedef HANDLE NativeThreadHandle;
#else
typedef pthread_t NativeThreadId;
typedef pthread_t NativeThreadHandle;
#endif
NativeThreadHandle GetCurrentThread();
NativeThreadId GetCurrentThreadId();
/**
* Used to indicate the result of a suspend or resume operation.
*/
enum SuspendResult {
THREADERR_NONE,
THREADERR_NOT_RUNNING,
THREADERR_MISC
};
/**
* Creates a new spring::thread whose entry function is wrapped by some boilerplate code that allows for suspend/resume.
* These suspend/resume controls are exposed via the ThreadControls object that is provided by the caller and initialized by the thread.
* The thread is guaranteed to be in a running and initialized state when this function returns.
*
* The ppThreadCtls object is an optional return parameter that gives access to the Suspend/Resume controls under Linux.
*
*/
spring::thread CreateNewThread(std::function<void()> taskFunc, std::shared_ptr<Threading::ThreadControls>* ppThreadCtls = nullptr);
/**
* Retrieves a shared pointer to the current ThreadControls for the calling thread.
*/
std::shared_ptr<ThreadControls> GetCurrentThreadControls();
#ifndef WIN32
void SetCurrentThreadControls(bool);
#else
static inline void SetCurrentThreadControls(bool) {}
#endif
/**
* @brief Provides suspend/resume functionality for worker threads.
*/
class ThreadControls {
public:
ThreadControls();
/* These are implemented in System/Platform/<platform>/ThreadSupport.cpp */
SuspendResult Suspend();
SuspendResult Resume();
NativeThreadHandle handle;
std::atomic<bool> running;
#ifndef WIN32
spring::mutex mutSuspend;
spring::condition_variable condInitialized;
ucontext_t ucontext;
pid_t thread_id;
#endif
};
inline bool NativeThreadIdsEqual(const NativeThreadId thID1, const NativeThreadId thID2);
/**
* Sets the affinity of the current thread
*
* Interpret <cores_bitmask> as a bit-mask indicating on which of the
* available system CPU's (which are numbered logically from 1 to N) we
* want to run. Note that this approach will fail when N > 32.
*/
void DetectCores();
std::uint32_t GetAffinity();
std::uint32_t SetAffinity(std::uint32_t cores_bitmask, bool hard = true);
void SetAffinityHelper(const char* threadName, std::uint32_t affinity);
std::uint32_t GetAvailableCoresMask();
/**
* returns count of cpu cores/ hyperthreadings cores
*/
int GetPhysicalCpuCores(); /// physical cores only (excluding hyperthreading)
int GetLogicalCpuCores(); /// physical + hyperthreading
bool HasHyperThreading();
/**
* Inform the OS kernel that we are a cpu-intensive task
*/
void SetThreadScheduler();
/**
* Used to detect the main-thread which runs SDL, GL, Input, Sim, ...
*/
void SetMainThread();
void SetGameLoadThread();
void SetAudioThread();
void SetWatchDogThread();
bool IsMainThread();
bool IsMainThread(NativeThreadId threadID);
bool IsGameLoadThread();
bool IsGameLoadThread(NativeThreadId threadID);
bool IsAudioThread();
bool IsAudioThread(NativeThreadId threadID);
bool IsWatchDogThread();
bool IsWatchDogThread(NativeThreadId threadID);
/**
* Give the current thread a name (posix-only)
*/
void SetThreadName(const std::string& newname);
/**
* Used to raise errors in the main-thread issued by worker-threads
*/
struct Error {
Error() : flags(0) {}
Error(const std::string& _caption, const std::string& _message, const unsigned int _flags) : caption(_caption), message(_message), flags(_flags) {}
bool Empty() const { return (caption.empty() && message.empty() && flags == 0); }
std::string caption;
std::string message;
unsigned int flags;
};
void SetThreadError(const Error& err);
Error* GetThreadError();
}
//
// Inlined Definitions
//
namespace Threading {
bool NativeThreadIdsEqual(const NativeThreadId thID1, const NativeThreadId thID2)
{
#ifdef __APPLE__
// quote from the pthread_equal manpage:
// Implementations may choose to define a thread ID as a structure.
// This allows additional flexibility and robustness over using an int.
//
// -> Linux implementation seems always to be done as integer type.
// Only Windows & MacOSX use structs afaik. But for Windows we use their native thread funcs.
// So only MacOSX is left.
{
return pthread_equal(thID1, thID2);
}
#endif
return (thID1 == thID2);
}
}
#endif // _THREADING_H_
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