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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Threading.h"
#include "System/bitops.h"
#include "System/Log/ILog.h"
#include "System/Platform/CpuID.h"
#ifndef DEDICATED
#include "System/Sync/FPUCheck.h"
#endif
#include <functional>
#include <memory>
#include <cinttypes>
#if defined(__APPLE__) || defined(__FreeBSD__)
#elif defined(_WIN32)
#include <windows.h>
#else
#if defined(__USE_GNU)
#include <sys/prctl.h>
#endif
#include <sched.h>
#endif
#ifndef _WIN32
#include "Linux/ThreadSupport.h"
#endif
namespace Threading {
#ifndef _WIN32
thread_local std::shared_ptr<ThreadControls> localThreadControls;
#endif
static NativeThreadId nativeThreadIDs[THREAD_IDX_LAST] = {};
static Error threadError;
#if defined(__APPLE__) || defined(__FreeBSD__)
#elif defined(_WIN32)
static DWORD_PTR cpusSystem = 0;
#else
static cpu_set_t cpusSystem;
#endif
void DetectCores()
{
#if defined(__APPLE__) || defined(__FreeBSD__)
// no-op
#elif defined(_WIN32)
// Get the available cores
DWORD_PTR curMask;
GetProcessAffinityMask(GetCurrentProcess(), &curMask, &cpusSystem);
#else
// Get the available cores
CPU_ZERO(&cpusSystem);
sched_getaffinity(0, sizeof(cpu_set_t), &cpusSystem);
#endif
GetPhysicalCpuCores(); // (uses a static, too)
}
#if defined(__APPLE__) || defined(__FreeBSD__)
#elif defined(_WIN32)
#else
static std::uint32_t CalcCoreAffinityMask(const cpu_set_t* cpuSet) {
std::uint32_t coreMask = 0;
// without the min(..., 32), `(1 << n)` could overflow
const int numCPUs = std::min(CPU_COUNT(cpuSet), 32);
for (int n = numCPUs - 1; n >= 0; --n) {
if (CPU_ISSET(n, cpuSet))
coreMask |= (1 << n);
}
return coreMask;
}
static void SetWantedCoreAffinityMask(const cpu_set_t* cpuSrcSet, cpu_set_t* cpuDstSet, std::uint32_t coreMask) {
CPU_ZERO(cpuDstSet);
const int numCPUs = std::min(CPU_COUNT(cpuSrcSet), 32);
for (int n = numCPUs - 1; n >= 0; --n) {
if ((coreMask & (1 << n)) != 0)
CPU_SET(n, cpuDstSet);
}
CPU_AND(cpuDstSet, cpuDstSet, cpuSrcSet);
}
#endif
std::uint32_t GetAffinity()
{
#if defined(__APPLE__) || defined(__FreeBSD__)
// no-op
return 0;
#elif defined(_WIN32)
DWORD_PTR curMask;
DWORD_PTR systemCpus;
GetProcessAffinityMask(GetCurrentProcess(), &curMask, &systemCpus);
return curMask;
#else
cpu_set_t curAffinity;
CPU_ZERO(&curAffinity);
sched_getaffinity(0, sizeof(cpu_set_t), &curAffinity);
return (CalcCoreAffinityMask(&curAffinity));
#endif
}
std::uint32_t SetAffinity(std::uint32_t coreMask, bool hard)
{
if (coreMask == 0)
return (~0);
#if defined(__APPLE__) || defined(__FreeBSD__)
// no-op
return 0;
#elif defined(_WIN32)
// create mask
DWORD_PTR cpusWanted = (coreMask & cpusSystem);
DWORD_PTR result = 0;
HANDLE thread = GetCurrentThread();
// set the affinity
if (hard) {
result = SetThreadAffinityMask(thread, cpusWanted);
} else {
result = SetThreadIdealProcessor(thread, (DWORD)cpusWanted);
}
// return final mask
return ((static_cast<std::uint32_t>(cpusWanted)) * (result > 0));
#else
cpu_set_t cpusWanted;
// create wanted mask
SetWantedCoreAffinityMask(&cpusSystem, &cpusWanted, coreMask);
// set the affinity; return final mask (can differ from wanted)
if (sched_setaffinity(0, sizeof(cpu_set_t), &cpusWanted) == 0)
return (CalcCoreAffinityMask(&cpusWanted));
return 0;
#endif
}
void SetAffinityHelper(const char* threadName, std::uint32_t affinity) {
const std::uint32_t cpuMask = Threading::SetAffinity(affinity);
if (cpuMask == ~0u) {
LOG("[Threading] %s thread CPU affinity not set", threadName);
return;
}
if (cpuMask != affinity) {
LOG("[Threading] %s thread CPU affinity mask set: %d (config is %d)", threadName, cpuMask, affinity);
return;
}
if (cpuMask == 0) {
LOG_L(L_ERROR, "[Threading] %s thread CPU affinity mask failed: %d", threadName, affinity);
return;
}
LOG("[Threading] %s thread CPU affinity mask set: %d", threadName, cpuMask);
}
std::uint32_t GetAvailableCoresMask()
{
#if defined(__APPLE__) || defined(__FreeBSD__)
// no-op
return (~0);
#elif defined(_WIN32)
return cpusSystem;
#else
return (CalcCoreAffinityMask(&cpusSystem));
#endif
}
int GetLogicalCpuCores() {
// auto-detect number of system threads (including hyperthreading)
return spring::thread::hardware_concurrency();
}
/** Function that returns the number of real cpu cores (not
hyperthreading ones). These are the total cores in the system
(across all existing processors, if more than one)*/
int GetPhysicalCpuCores() {
static springproc::CPUID cpuid;
return cpuid.getTotalNumCores();
}
bool HasHyperThreading() { return (GetLogicalCpuCores() > GetPhysicalCpuCores()); }
void SetThreadScheduler()
{
#if defined(__APPLE__) || defined(__FreeBSD__)
// no-op
#elif defined(_WIN32)
//TODO add MMCSS (http://msdn.microsoft.com/en-us/library/ms684247.aspx)
//Note: only available with mingw64!!!
#else
if (GetLogicalCpuCores() > 1) {
// Change os scheduler for this process.
// This way the kernel knows that we are a CPU-intensive task
// and won't randomly move us across the cores and tries
// to maximize the runtime (_slower_ wakeups, less yields)
//Note:
// It _may_ be possible that this has negative impact in case
// threads are waiting for mutexes (-> less yields).
int policy;
struct sched_param param;
pthread_getschedparam(Threading::GetCurrentThread(), &policy, ¶m);
pthread_setschedparam(Threading::GetCurrentThread(), SCHED_BATCH, ¶m);
}
#endif
}
NativeThreadHandle GetCurrentThread()
{
#ifdef _WIN32
// we need to use this cause GetCurrentThread() just returns a pseudo handle,
// which returns in all threads the current active one, so we need to translate it
// with DuplicateHandle to an absolute handle valid in our watchdog thread
NativeThreadHandle hThread;
::DuplicateHandle(::GetCurrentProcess(), ::GetCurrentThread(), ::GetCurrentProcess(), &hThread, 0, TRUE, DUPLICATE_SAME_ACCESS);
return hThread;
#else
return pthread_self();
#endif
}
NativeThreadId GetCurrentThreadId()
{
#ifdef _WIN32
return ::GetCurrentThreadId();
#else
return pthread_self();
#endif
}
ThreadControls::ThreadControls():
handle(0),
running(false)
{
#ifndef _WIN32
memset(&ucontext, 0, sizeof(ucontext_t));
#endif
}
#ifndef _WIN32
std::shared_ptr<ThreadControls> GetCurrentThreadControls() { return localThreadControls; }
#endif
spring::thread CreateNewThread(std::function<void()> taskFunc, std::shared_ptr<Threading::ThreadControls>* threadCtls)
{
#ifndef _WIN32
// only used as locking mechanism, not installed by thread
Threading::ThreadControls tempCtls;
std::unique_lock<spring::mutex> lock(tempCtls.mutSuspend);
spring::thread localthread(std::bind(Threading::ThreadStart, taskFunc, threadCtls, &tempCtls));
// wait so that we know the thread is running and fully initialized before returning
tempCtls.condInitialized.wait(lock);
#else
spring::thread localthread(taskFunc);
#endif
return localthread;
}
static void SetThreadID(unsigned int threadIndex) {
// NOTE:
// LOAD and SND thread ID's always have to be set unconditionally
// (threads are joined and respawned when reloading, so KISS here)
// other threads never call Set*Thread more than once, no need for
// caching
nativeThreadIDs[threadIndex] = Threading::GetCurrentThreadId();
switch (threadIndex) {
case THREAD_IDX_LOAD: {
// do nothing if Load is actually Main (LoadingMT=0 case)
if (IsMainThread())
return;
} break;
#ifndef _WIN32
// both heartBeatThread and soundThread make use of CreateNewThread -> ThreadStart
// other threads under the eye of watchdog have their control structure setup here
case THREAD_IDX_SND : { return; } break;
#endif
case THREAD_IDX_WDOG: { return; } break;
}
#ifndef _WIN32
SetupCurrentThreadControls(localThreadControls);
#endif
}
void SetMainThread() { SetThreadID(THREAD_IDX_MAIN); }
void SetGameLoadThread() { SetThreadID(THREAD_IDX_LOAD); }
void SetAudioThread() { SetThreadID(THREAD_IDX_SND ); }
void SetFileSysThread() { SetThreadID(THREAD_IDX_VFSI); }
void SetWatchDogThread() { SetThreadID(THREAD_IDX_WDOG); }
bool IsMainThread(NativeThreadId threadID) { return NativeThreadIdsEqual(threadID, nativeThreadIDs[THREAD_IDX_MAIN]); }
bool IsMainThread( ) { return IsMainThread(Threading::GetCurrentThreadId()); }
bool IsGameLoadThread(NativeThreadId threadID) { return NativeThreadIdsEqual(threadID, nativeThreadIDs[THREAD_IDX_LOAD]); }
bool IsGameLoadThread( ) { return IsGameLoadThread(Threading::GetCurrentThreadId()); }
bool IsAudioThread(NativeThreadId threadID) { return NativeThreadIdsEqual(threadID, nativeThreadIDs[THREAD_IDX_SND]); }
bool IsAudioThread( ) { return IsAudioThread(Threading::GetCurrentThreadId()); }
bool IsFileSysThread(NativeThreadId threadID) { return NativeThreadIdsEqual(threadID, nativeThreadIDs[THREAD_IDX_VFSI]); }
bool IsFileSysThread( ) { return IsFileSysThread(Threading::GetCurrentThreadId()); }
bool IsWatchDogThread(NativeThreadId threadID) { return NativeThreadIdsEqual(threadID, nativeThreadIDs[THREAD_IDX_WDOG]); }
bool IsWatchDogThread( ) { return IsWatchDogThread(Threading::GetCurrentThreadId()); }
void SetThreadName(const std::string& newname)
{
#if defined(__USE_GNU) && !defined(_WIN32)
//alternative: pthread_setname_np(pthread_self(), newname.c_str());
prctl(PR_SET_NAME, newname.c_str(), 0, 0, 0);
#elif _MSC_VER
const DWORD MS_VC_EXCEPTION = 0x406D1388;
#pragma pack(push,8)
struct THREADNAME_INFO
{
DWORD dwType; // Must be 0x1000.
LPCSTR szName; // Pointer to name (in user addr space).
DWORD dwThreadID; // Thread ID (-1=caller thread).
DWORD dwFlags; // Reserved for future use, must be zero.
} info;
#pragma pack(pop)
info.dwType = 0x1000;
info.szName = newname.c_str();
info.dwThreadID = (DWORD)-1;
info.dwFlags = 0;
__try {
RaiseException(MS_VC_EXCEPTION, 0, sizeof(info) / sizeof(ULONG_PTR), (ULONG_PTR*) &info);
}
__except (EXCEPTION_EXECUTE_HANDLER) {
}
#endif
}
// NB: no protection against two threads posting at the same time
const Error* GetThreadErrorC() { return &threadError; }
Error* GetThreadErrorM() { return &threadError; }
}
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