//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/threads/thread.h" #include "platform/threads/semaphore.h" #include "platformWin32/platformWin32.h" #include "memory/safeDelete.h" #include // [tom, 4/20/2006] for _beginthread() ////////////////////////////////////////////////////////////////////////// // Thread data ////////////////////////////////////////////////////////////////////////// struct PlatformThreadData { ThreadRunFunction mRunFunc; void* mRunArg; Thread* mThread; HANDLE mThreadHnd; Semaphore mGateway; ThreadIdent mThreadID; PlatformThreadData() { mRunFunc = NULL; mRunArg = 0; mThread = 0; mThreadHnd = 0; }; }; ////////////////////////////////////////////////////////////////////////// // Static Functions/Methods ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // Function: ThreadRunHandler // Summary: Calls Thread::run() with the thread's specified run argument. // Neccesary because Thread::run() is provided as a non-threaded // way to execute the thread's run function. So we have to keep // track of the thread's lock here. static void ThreadRunHandler(void * arg) { PlatformThreadData* mData = reinterpret_cast(arg); mData->mThreadID = ThreadManager::getCurrentThreadId(); ThreadManager::addThread(mData->mThread); mData->mThread->run(mData->mRunArg); ThreadManager::removeThread(mData->mThread); // we could delete the Thread here, if it wants to be auto-deleted... mData->mGateway.release(); // the end of this function is where the created win32 thread will die. } ////////////////////////////////////////////////////////////////////////// // Constructor/Destructor ////////////////////////////////////////////////////////////////////////// Thread::Thread(ThreadRunFunction func /* = 0 */, void *arg /* = 0 */, bool start_thread /* = true */, bool autodelete /*= false*/) { mData = new PlatformThreadData; mData->mRunFunc = func; mData->mRunArg = arg; mData->mThread = this; if(start_thread) start(); } Thread::~Thread() { stop(); join(); SAFE_DELETE(mData); } ////////////////////////////////////////////////////////////////////////// // Public Methods ////////////////////////////////////////////////////////////////////////// void Thread::start() { if(isAlive()) return; // cause start to block out other pthreads from using this Thread, // at least until ThreadRunHandler exits. mData->mGateway.acquire(); // reset the shouldStop flag, so we'll know when someone asks us to stop. shouldStop = false; mData->mThreadHnd = (HANDLE)_beginthread(ThreadRunHandler, 0, mData); } bool Thread::join() { if(!isAlive()) return true; return WaitForSingleObject(mData->mThreadHnd, INFINITE) != WAIT_FAILED; } void Thread::run(void *arg /* = 0 */) { if(mData->mRunFunc) mData->mRunFunc(arg); } bool Thread::isAlive() { if(mData->mThreadHnd == 0) return false; DWORD res = WaitForSingleObject(mData->mThreadHnd, 0); return res != WAIT_OBJECT_0 && res != WAIT_FAILED; } ThreadIdent Thread::getId() { return mData->mThreadID; } ThreadIdent ThreadManager::getCurrentThreadId() { return GetCurrentThreadId(); } bool ThreadManager::compare(ThreadIdent threadId_1, ThreadIdent threadId_2) { return (threadId_1 == threadId_2); }