//----------------------------------------------------------------------------- // Copyright (c) 2012 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/async/asyncUpdate.h" #include "core/stream/tStream.h" //----------------------------------------------------------------------------- // AsyncUpdateList implementation. //----------------------------------------------------------------------------- void AsyncUpdateList::process( S32 timeOut ) { U32 endTime = 0; if( timeOut != -1 ) endTime = Platform::getRealMilliseconds() + timeOut; // Flush the process list. IPolled* ptr; IPolled* firstProcessedPtr = 0; while( mUpdateList.tryPopFront( ptr ) ) { if( ptr == firstProcessedPtr ) { // We've wrapped around. Stop. mUpdateList.pushFront( ptr ); break; } if( ptr->update() ) { mUpdateList.pushBack( ptr ); if( !firstProcessedPtr ) firstProcessedPtr = ptr; } // Stop if we have exceeded our processing time budget. if( timeOut != -1 && Platform::getRealMilliseconds() >= endTime ) break; } } //-------------------------------------------------------------------------- // AsyncUpdateThread implementation. //-------------------------------------------------------------------------- void AsyncUpdateThread::run( void* ) { _setName( getName() ); while( !checkForStop() ) { _waitForEventAndReset(); if( !checkForStop() ) mUpdateList->process(); } }