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- ///////////////////////////////////////////////////////////////////////////////
- // Copyright (c) Electronic Arts Inc. All rights reserved.
- ///////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- // Implements a condition variable in the style of Posix condition variables
- // and Java and C# thread Monitors (Java objects and C# monitors have built-in
- // locks and pthreads condition variables and EAThread::Conditions and Posix
- // condition variables do not. A Condition is usually the appropriate thread
- // synchronization mechanism for producer/consumer situations whereby one
- // or more threads create data for one or more other threads to work on,
- // such as is the case with a message queue.
- /////////////////////////////////////////////////////////////////////////////
- #ifndef EATHREAD_EATHREAD_CONDITION_H
- #define EATHREAD_EATHREAD_CONDITION_H
- #include <EABase/eabase.h>
- #include <eathread/eathread.h>
- #include <eathread/eathread_mutex.h>
- #if defined(EA_DLL) && defined(_MSC_VER)
- // Suppress warning about class 'EA::Thread::simple_list<T>' needs to have
- // dll-interface to be used by clients of class which have a templated member.
- //
- // These templates cannot be instantiated outside of the DLL. If you try, a
- // link error will result. This compiler warning is intended to notify users
- // of this.
- #pragma warning(push)
- #pragma warning(disable: 4251)
- #endif
- #if defined(EA_PRAGMA_ONCE_SUPPORTED)
- #pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result.
- #endif
- /////////////////////////////////////////////////////////////////////////
- /// EAConditionData
- ///
- /// This is used internally by class Condition.
- /// Todo: Consider moving this declaration into a platform-specific
- /// header file.
- ///
- #if defined(EA_PLATFORM_SONY)
- // Condition variables are built into Posix/Unix.
- #include <kernel.h>
- #include <eathread/internal/timings.h>
- struct EAConditionData
- {
- ScePthreadCond mCV;
- EAConditionData();
- };
- #elif (defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE) && EA_THREADS_AVAILABLE
- // Condition variables are built into Posix/Unix.
- #include <pthread.h>
- struct EAConditionData
- {
- pthread_cond_t mCV;
- EAConditionData();
- };
- #else // All other platforms
- #include <eathread/eathread_semaphore.h>
- #include <eathread/eathread_atomic.h>
- struct EATHREADLIB_API EAConditionData
- {
- EA::Thread::AtomicInt32 mnWaitersBlocked;
- int mnWaitersToUnblock;
- int mnWaitersDone;
- EA::Thread::Semaphore mSemaphoreBlockQueue;
- EA::Thread::Semaphore mSemaphoreBlockLock;
- EA::Thread::Mutex mUnblockLock;
- EAConditionData();
- private:
- // Prevent default generation of these functions by declaring but not defining them.
- EAConditionData(const EAConditionData& rhs); // copy constructor
- EAConditionData& operator=(const EAConditionData& rhs); // assignment operator
- };
- #endif
- namespace EA
- {
- namespace Thread
- {
- #if defined(EA_PLATFORM_SONY)
- static const int CONDITION_VARIABLE_NAME_LENGTH_MAX = 31;
- #else
- static const int CONDITION_VARIABLE_NAME_LENGTH_MAX = 15;
- #endif
- /// ConditionParameters
- /// Specifies condition variable settings.
- struct EATHREADLIB_API ConditionParameters
- {
- bool mbIntraProcess; /// True if the Condition is intra-process, else inter-process.
- char mName[CONDITION_VARIABLE_NAME_LENGTH_MAX + 1]; /// Condition name, applicable only to platforms that recognize named synchronization objects.
- ConditionParameters(bool bIntraProcess = true, const char* pName = NULL);
- };
- /// Condition
- /// Implements a condition variable thread synchronization primitive. A condition variable is usually the
- /// appropriate thread synchronization mechanism for producer/consumer situations whereby one or more
- /// threads create data for one or more other threads to work on, such as is the case with a message queue.
- ///
- /// To use a condition variable to wait for resource, you Lock the Mutex for that resource, then (in a loop)
- /// check and Wait on a condition variable that you associate with the mutex. Upon calling Wait,
- /// the Lock will be released so that other threads can adjust the resource. Upon return from Wait,
- /// the Mutex is re-locked for the caller. To use a Condition to signal a change in something, you simply
- /// call the Signal function. In the case of Signal(false), one blocking waiter will be released,
- /// whereas with Signal(true), all blocking waiters will be released. Upon release of single or multiple
- /// waiting threads, the Lock is contested for by all of them, so in the case or more than one waiter,
- /// only one will immediately come away with ownership of the lock.
- class EATHREADLIB_API Condition
- {
- public:
- enum Result
- {
- kResultOK = 0,
- kResultError = -1,
- kResultTimeout = -2
- };
- /// Condition
- /// For immediate default initialization, use no args.
- /// For custom immediate initialization, supply a first argument.
- /// For deferred initialization, use Condition(NULL, false) then later call Init.
- /// For deferred initialization of an array of objects, create an empty
- /// subclass whose default constructor chains back to Condition(NULL, false).
- Condition(const ConditionParameters* pConditionParameters = NULL, bool bDefaultParameters = true);
- /// ~Condition
- /// Destroys the Condition object. If any threads that are blocking while waiting on
- /// while the Condition is destroyed, the resulting behaviour is undefined.
- ~Condition();
- /// Init
- /// Initializes the Condition.
- bool Init(const ConditionParameters* pConditionParameters);
- /// Wait
- /// Waits for the Condition with timeout. You must have a Mutex
- /// (that you conceptually associate with the resource) locked before
- /// calling this function or else the resulting behaviour is undefined.
- /// Within a while loop, check the resource state and call Wait if the
- /// necessary condition is not met.
- ///
- /// The call to Wait associates the Condition with your mutex, so it can
- /// then unlock the mutex/resource (allows another thread to fill the resource).
- ///
- /// Upon non-error return of Wait, the mutex will be re-locked by the calling
- /// thread, even if the result is a timeout. Upon returning from wait, before
- /// doing any processing as a result of a Signal, your loop should always re-check
- /// the resource state. The Posix Wait specification explicitly notes
- /// that uncommon 'spurious wakeups' are possible and so should be tested
- /// for. It impossible to test for a spurious wakeup from within this Wait
- /// function, as this function can't know the resource state that caused the
- /// Signal to occur.
- ///
- /// It should be noted that upon a kResultOK return from Wait, the user should
- /// not assume that what the user was waiting on is still available. The signaling
- /// of a Condition should be considered merely a hint to the waiter that the user
- /// can probably proceed. Also, the user should usually call Wait only if the
- /// user has nothing to wait for; the user should check for this before calling Wait.
- ///
- /// Note that the timeout is specified in absolute time and not relative time.
- ///
- /// Note also that due to the way thread scheduling works -- particularly in a
- /// time-sliced threading environment -- that the timeout value is a hint and
- /// the actual amount of time passed before the timeout occurs may be significantly
- /// more or less than the specified timeout time.
- ///
- Result Wait(Mutex* pMutex, const ThreadTime& timeoutAbsolute = kTimeoutNone);
- /// Signal
- /// Releases one or all waiters, depending on the input 'bBroadcast' argument.
- /// The waiters will then contest for the Lock.
- bool Signal(bool bBroadcast = false);
- /// GetPlatformData
- /// Returns the platform-specific data handle for debugging uses or
- /// other cases whereby special (and non-portable) uses are required.
- void* GetPlatformData()
- { return &mConditionData; }
- protected:
- EAConditionData mConditionData;
- private:
- // Objects of this class are not copyable.
- Condition(const Condition&){}
- Condition& operator=(const Condition&){ return *this; }
- };
- /// ConditionFactory
- ///
- /// Implements a factory-based creation and destruction mechanism for class Condition.
- /// A primary use of this would be to allow the Condition implementation to reside in
- /// a private library while users of the class interact only with the interface
- /// header and the factory. The factory provides conventional create/destroy
- /// semantics which use global operator new, but also provides manual construction/
- /// destruction semantics so that the user can provide for memory allocation
- /// and deallocation.
- class EATHREADLIB_API ConditionFactory
- {
- public:
- static Condition* CreateCondition(); // Internally implemented as: return new Condition;
- static void DestroyCondition(Condition* pCondition); // Internally implemented as: delete pCondition;
- static size_t GetConditionSize(); // Internally implemented as: return sizeof(Condition);
- static Condition* ConstructCondition(void* pMemory); // Internally implemented as: return new(pMemory) Condition;
- static void DestructCondition(Condition* pCondition); // Internally implemented as: pCondition->~Condition();
- };
- } // namespace Thread
- } // namespace EA
- #if defined(EA_DLL) && defined(_MSC_VER)
- // re-enable warning 4251 (it's a level-1 warning and should not be suppressed globally)
- #pragma warning(pop)
- #endif
- #endif // EATHREAD_EATHREAD_CONDITION_H
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