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// **********************************************************************
//
// Copyright (c) 2003-2009 ZeroC, Inc. All rights reserved.
//
// This copy of Ice is licensed to you under the terms described in the
// ICE_LICENSE file included in this distribution.
//
// **********************************************************************
#include <IceUtil/Thread.h>
#include <IceUtil/Time.h>
#include <IceUtil/Cond.h>
#include <IceUtil/Options.h>
#include <iostream>
using namespace std;
using namespace IceUtil;
using namespace IceUtilInternal;
enum State
{
StateStart,
StatePlayerA,
StatePlayerB,
StateGameOver
};
struct Game
{
IceUtil::Mutex mutex;
IceUtil::Cond cond;
State state;
int hits;
bool broadcast;
bool noise;
};
class Player : public Thread
{
public:
Player(Game* game, State which) :
_game(game), _which(which)
{
}
virtual void
run()
{
Mutex::Lock sync(_game->mutex);
while(_game->state < StateGameOver)
{
++_game->hits;
_game->state = _which;
if(_game->broadcast)
{
_game->cond.broadcast();
}
else
{
_game->cond.signal();
}
do
{
_game->cond.wait(sync);
if(_game->state == _which && !_game->noise)
{
cout << endl << "PLAYER-" << ((_which == StatePlayerA) ? "B" : "A")
<< ": Supurious wakeup" << endl;
}
}
while(_game->state == _which);
}
}
private:
Game* _game;
State _which;
};
typedef Handle<Player> PlayerPtr;
int
main(int argc, char** argv)
{
Options opts;
opts.addOpt("t", "timeout", Options::NeedArg, "5");
opts.addOpt("b", "broadcast");
try
{
opts.parse(argc, (const char**)argv);
}
catch(const IceUtilInternal::BadOptException& e)
{
cerr << argv[0] << ": " << e.reason << endl;
return EXIT_FAILURE;
}
Game game;
game.hits = 0;
game.state = StateStart;
game.broadcast = opts.isSet("b");
game.noise = false;
PlayerPtr playerA = new Player(&game, StatePlayerA);
playerA->start();
PlayerPtr playerB = new Player(&game, StatePlayerB);
playerB->start();
cout << "running spurious wake test (" << ((game.broadcast) ? "broadcast" : "signal") << ")... " << flush;
ThreadControl::sleep(Time::seconds(atoi(opts.optArg("t").c_str())));
if(game.broadcast)
{
{
Mutex::Lock sync(game.mutex);
game.noise = true;
}
for(int i =0 ; i < 100000; ++i)
{
game.cond.broadcast();
}
{
Mutex::Lock sync(game.mutex);
game.noise = false;
}
}
{
Mutex::Lock sync(game.mutex);
game.state = StateGameOver;
game.cond.broadcast();
}
playerA->getThreadControl().join();
playerB->getThreadControl().join();
cout << game.hits << " ok" << endl;
return 0;
}
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