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- ///////////////////////////////////////////////////////////////////////////////
- // Copyright (c) Electronic Arts Inc. All rights reserved.
- ///////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- // eathread.h
- //
- // Created by Paul Pedriana, Maxis
- //
- // Provides some base global definitions for the EA::Thread library.
- //
- // Design
- // Many of the design criteria for EA::Thread is based on the design of the
- // Posix threading standard. The Posix threading standard is designed to
- // work portably on a wide range of operating systems and hardware, including
- // embedded systems and realtime environments. As such, Posix threads generally
- // represent a competent model to follow where possible. Windows and various
- // other platforms have independent multi-threading systems which are taken
- // into account here as well. If something exists in Windows but doesn't
- // exist here (e.g. Thread suspend/resume), there is a decent chance that it
- // is by design and for some good reason.
- //
- // C++
- // There are a number of C++ libraries devoted to multithreading. Usually the
- // goal of these libraries is provide a platform independent interface which
- // simplifies the most common usage patterns and helps prevent common errors.
- // Some of these libraries are basic wrappers around existing C APIs while
- // others provide a new and different paradigm. We take the former approach
- // here, as it is provides more or less the same functionality but provides
- // it in a straightforward way that is easily approached by those familiar
- // with platform-specific APIs. This approach has been referred to as the
- // "Wrapper Facade Pattern".
- //
- // Condition Variables
- // Posix condition variables are implemented via the Condition class. Condition
- // is essentially the Java and C# name for Posix' condition variables. For some
- // people, a condition variable may seem similar to a Win32 Signal. In actuality
- // they are similar but there is one critical difference: a Signal does not
- // atomically unlock a mutex as part of the signaling process. This results in
- // problematic race conditions that make reliable producer/consumer systems
- // impossible to implement.
- //
- // Signals
- // As of this writing, there isn't a Win32-like Signal class. The reason for this
- // is that Semaphore does most or all the duty that Signal does and is a little
- // more portable, given that Signals exist only on Win32 and not elsewhere.
- //
- // Timeouts
- // Timeouts are specified as absolute times and not relative times. This may
- // not be how Win32 threading works but it is what's proper and is how Posix
- // threading works. From the OpenGroup online pthread documentation on this:
- // An absolute time measure was chosen for specifying the
- // timeout parameter for two reasons. First, a relative time
- // measure can be easily implemented on top of a function
- // that specifies absolute time, but there is a race
- // condition associated with specifying an absolute timeout
- // on top of a function that specifies relative timeouts.
- // For example, assume that clock_gettime() returns the
- // current time and cond_relative_timed_wait() uses relative
- // timeouts:
- // clock_gettime(CLOCK_REALTIME, &now);
- // reltime = sleep_til_this_absolute_time - now;
- // cond_relative_timed_wait(c, m, &reltime);
- // If the thread is preempted between the first statement and
- // the last statement, the thread blocks for too long. Blocking,
- // however, is irrelevant if an absolute timeout is used.
- // An absolute timeout also need not be recomputed if it is used
- // multiple times in a loop, such as that enclosing a condition wait.
- // For cases when the system clock is advanced discontinuously by
- // an operator, it is expected that implementations process any
- // timed wait expiring at an intervening time as if that time had
- // actually occurred.
- //
- // General Threads
- // For detailed information about threads, it is recommended that you read
- // various competent sources of information about multithreading and
- // multiprocessing.
- // Programming with POSIX(R) Threads, by David R. Butenhof
- // http://www.opengroup.org/onlinepubs/007904975/basedefs/pthread.h.html
- // usenet: comp.programming.threads
- // http://www.openmp.org/index.cgi?faq
- // http://www.lambdacs.com/cpt/MFAQ.html
- // http://www.lambdacs.com/cpt/FAQ.html
- // http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dllproc/base/processes_and_threads.asp
- //
- /////////////////////////////////////////////////////////////////////////////
- #ifndef EATHREAD_EATHREAD_H
- #define EATHREAD_EATHREAD_H
- #include <eathread/internal/config.h>
- #if !EA_THREADS_AVAILABLE
- // Do nothing
- #elif EA_USE_CPP11_CONCURRENCY
- EA_DISABLE_VC_WARNING(4265 4365 4836 4571 4625 4626 4628 4193 4127 4548 4574 4946 4350)
- #include <chrono>
- #include <thread>
- EA_RESTORE_VC_WARNING()
- #elif defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE
- #include <pthread.h>
- #if defined(EA_HAVE_DINKUMWARE_CPP_LIBRARY) // Dinkumware doesn't usually provide gettimeofday or <sys/types.h>
- #include <time.h> // clock_gettime
- #elif defined(EA_PLATFORM_UNIX)
- #include <sys/time.h> // gettimeofday
- #endif
- #endif
- #if defined(EA_PLATFORM_APPLE)
- #include <mach/mach_types.h>
- #endif
- #if defined(EA_PLATFORM_SONY)
- #include "sdk_version.h"
- #include <kernel.h>
- #endif
- #include <limits.h>
- #include <float.h>
- #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
- ///////////////////////////////////////////////////////////////////////////////
- // EA_THREAD_PREEMPTIVE / EA_THREAD_COOPERATIVE
- //
- // Defined or not defined.
- //
- // EA_THREAD_COOPERATIVE means that threads are not time-sliced by the
- // operating system. If there exist multiple threads of the same priority
- // then they will need to wait, sleep, or yield in order for the others
- // to get time. See enum Scheduling and EATHREAD_SCHED for more info.
- //
- // EA_THREAD_PREEMPTIVE means that threads are time-sliced by the operating
- // system at runtime. If there exist multiple threads of the same priority
- // then the operating system will split execution time between them.
- // See enum Scheduling and EATHREAD_SCHED for more info.
- //
- #if !EA_THREADS_AVAILABLE
- #define EA_THREAD_COOPERATIVE
- #else
- #define EA_THREAD_PREEMPTIVE
- #endif
- /// namespace EA
- ///
- /// This is the standard Electronic Arts C++ namespace.
- ///
- namespace EA
- {
- namespace Allocator
- {
- class ICoreAllocator;
- }
- /// namespace Thread
- ///
- /// This is the standard Electronic Arts Thread C++ namespace.
- ///
- namespace Thread
- {
- /// Scheduling
- /// Defines scheduling types supported by the given platform.
- /// These are defined in detail by the Posix standard, with the
- /// exception of Coop, which is added here. FIFO scheduling
- /// is the most classic for game development, as it allows for
- /// thread priorities and well-behaved synchronization primitives,
- /// but it doesn't do time-slicing. The problem with time slicing
- /// is that threads are pre-empted in the middle of work and this
- /// hurts execution performance and cache performance.
- ///
- enum Scheduling
- {
- kSchedulingFIFO = 1, /// There is no automatic time-slicing; thread priorities control execution and context switches.
- kSchedulingRR = 2, /// Same as FIFO but is periodic time-slicing.
- kSchedulingSporadic = 4, /// Complex scheduling control. See the Posix standard.
- kSchedulingTS = 8, /// a.k.a. SCHED_OTHER. Usually same as FIFO or RR except that thread priorities and execution can be temporarily modified.
- kSchedulingCoop = 16 /// The user must control thread scheduling beyond the use of synchronization primitives.
- };
-
- #if defined(EA_PLATFORM_UNIX)
- #define EATHREAD_SCHED kSchedulingFIFO
- #elif defined(EA_PLATFORM_MICROSOFT)
- #define EATHREAD_SCHED kSchedulingRR
- #else
- #define EATHREAD_SCHED kSchedulingFIFO
- #endif
- // EATHREAD_MULTIPROCESSING_OS
- //
- // Defined as 0 or 1.
- // Indicates whether the OS supports multiple concurrent processes, which may be in
- // addition to supporting multiple threads within a process.
- // Some platforms support multiple concurrently loaded processes but don't support
- // running these processes concurrently. We don't currently count this as a
- // multiprocessing OS.
- #ifndef EATHREAD_MULTIPROCESSING_OS
- #if defined(EA_PLATFORM_WINDOWS) || defined(EA_PLATFORM_UNIX)
- #define EATHREAD_MULTIPROCESSING_OS 1
- #else
- #define EATHREAD_MULTIPROCESSING_OS 0
- #endif
- #endif
-
- // EATHREAD_OTHER_THREAD_NAMING_SUPPORTED
- //
- // Defined as 0 or 1.
- // Indicates whether the OS supports setting the thread name from a different
- // thread (set to 1) or if the name can be set only from the curren thread (set to 0)
- #ifndef EATHREAD_OTHER_THREAD_NAMING_SUPPORTED
- #if defined(EA_PLATFORM_LINUX) || defined(EA_PLATFORM_APPLE)
- #define EATHREAD_OTHER_THREAD_NAMING_SUPPORTED 0
- #else
- #define EATHREAD_OTHER_THREAD_NAMING_SUPPORTED 1
- #endif
- #endif
- // Uint / Int
- // Defines a machine-word sized integer, useful for operations that are as efficient
- // as possible on the given machine. Note that the C99 intfastNN_t types aren't sufficient,
- // as they are defined by compilers in an undesirable way for the processors we work with.
- #if !defined(EA_PLATFORM_WORD_SIZE) || (EA_PLATFORM_WORD_SIZE == 4)
- typedef uint32_t Uint;
- typedef int32_t Int;
- #else
- typedef uint64_t Uint;
- typedef int64_t Int;
- #endif
- /// ThreadId
- /// Uniquely identifies a thread throughout the system and is used by the EAThread API
- /// to identify threads in a way equal to system provided thread ids. A ThreadId is the
- /// same as a system thread id and can be used in direct system threading API calls.
- #if !EA_THREADS_AVAILABLE
- typedef int ThreadId;
- #elif EA_USE_CPP11_CONCURRENCY
- typedef std::thread::id ThreadId;
- #elif defined(EA_PLATFORM_SONY)
- typedef uint64_t ThreadId;
- #elif defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE
- typedef pthread_t ThreadId;
- #elif defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
- typedef void* ThreadId; // This is really HANDLE, but HANDLE is the same as void* and we can avoid an expensive #include here.
- #else
- typedef int ThreadId;
- #endif
- // ThreadId constants
- #if EA_USE_CPP11_CONCURRENCY
- const ThreadId kThreadIdInvalid = ThreadId(); /// Special ThreadId indicating an invalid thread identifier.
- #else
- const ThreadId kThreadIdInvalid = ThreadId(0); /// Special ThreadId indicating an invalid thread identifier.
- const ThreadId kThreadIdCurrent = ThreadId(INT_MAX); /// Special ThreadId indicating the current thread.
- const ThreadId kThreadIdAny = ThreadId(INT_MAX - 1); /// Special ThreadId indicating no thread in particular.
- #endif
- /// SysThreadId
- /// It turns out that Microsoft operating systems (Windows, XBox, XBox 360)
- /// have two different ways to identify a thread: HANDLE and DWORD. Some API
- /// functions take thread HANDLES, while others take what Microsoft calls
- /// thread ids (DWORDs). EAThread ThreadId is a HANDLE, as that is used for
- /// more of the core threading APIs. However, some OS-level APIs accept instead
- /// the DWORD thread id.
- #if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE && !EA_USE_CPP11_CONCURRENCY
- typedef uint32_t SysThreadId;
- const SysThreadId kSysThreadIdInvalid = SysThreadId(0); /// Special SysThreadId indicating an invalid thread identifier.
- #elif defined(EA_PLATFORM_SONY)
- typedef ScePthread SysThreadId;
- const SysThreadId kSysThreadIdInvalid = { 0 }; /// Special SysThreadId indicating an invalid thread identifier.
- #elif defined(EA_PLATFORM_APPLE)
- typedef thread_act_t SysThreadId; // thread_act_t is useful for calling mach APIs such as thread_policy_set() with.
- const SysThreadId kSysThreadIdInvalid = SysThreadId(0); /// Special SysThreadId indicating an invalid thread identifier.
- #elif EA_USE_CPP11_CONCURRENCY
- typedef std::thread::native_handle_type SysThreadId;
- const SysThreadId kSysThreadIdInvalid = { 0 }; /// Special SysThreadId indicating an invalid thread identifier.
-
- // For MSVC, native_handle_type is not a primitive type so we define operator== and operator!= for convenience.
- // We use an auto converting proxy type for comparisons to avoid errors when native_handle_type is a built in type.
- bool Equals(const SysThreadId& a, const SysThreadId& b);
- struct SysThreadIdProxy
- {
- SysThreadIdProxy(const SysThreadId& id_) : id(id_) {}
- SysThreadId id;
- };
- inline bool operator==(const SysThreadId& lhs, const SysThreadIdProxy& rhs) { return Equals(lhs, rhs.id); }
- inline bool operator!=(const SysThreadId& lhs, const SysThreadIdProxy& rhs) { return !Equals(lhs, rhs.id); }
- #else
- typedef ThreadId SysThreadId;
- const SysThreadId kSysThreadIdInvalid = SysThreadId(0); /// Special SysThreadId indicating an invalid thread identifier.
- #endif
- /// ThreadUniqueId
- /// Uniquely identifies a thread throughout the system, but in a way that is not
- /// necessarily compatible with system thread id identification. Sometimes it is
- /// costly to work with system thread ids whereas all you want is some integer
- /// that is unique between threads and you don't need to use it for system calls.
- /// See the EAThreadGetUniqueId macro/function for usage.
- typedef Uint ThreadUniqueId;
- // ThreadUniqueId constants
- const ThreadUniqueId kThreadUniqueIdInvalid = 0; /// Special ThreadUniqueId indicating an invalid thread identifier.
- // Time constants
- // Milliseconds are the units of time in EAThread. While every generation of computers
- // results in faster computers and thus milliseconds become an increasingly large number
- // compared to the computer speed, computer multithreading is still largely done at the
- // millisecond level, due to it still being a small value relative to human perception.
- // We may reconsider this some time in the future and provide an option to have ThreadTime
- // be specified in finer units, such as microseconds.
- #if EA_USE_CPP11_CONCURRENCY
- typedef std::chrono::milliseconds::rep ThreadTime; /// Current storage mechanism for time used by thread timeout functions. Units are milliseconds.
- const ThreadTime kTimeoutImmediate = std::chrono::milliseconds::zero().count();/// Used to specify to functions to return immediately if the operation could not be done.
- const ThreadTime kTimeoutNone = std::chrono::milliseconds::max().count(); /// Used to specify to functions to block without a timeout (i.e. block forever).
- const ThreadTime kTimeoutYield = std::chrono::milliseconds::zero().count(); /// This is used with ThreadSleep to minimally yield to threads of equivalent priority.
- #define EA_THREADTIME_AS_INT64(t) ((int64_t)(t))
- #define EA_THREADTIME_AS_DOUBLE(t) ((double)(t))
- #elif defined(EA_PLATFORM_SONY) && EA_THREADS_AVAILABLE
- typedef double ThreadTime; // SceKernelUseconds maps to unsigned int
- static_assert(sizeof(ThreadTime) >= sizeof(unsigned int), "ThreadTime not large enough for uint32_t representation of milliseconds for platform portablity");
- const ThreadTime kTimeoutImmediate = 0;
- const ThreadTime kTimeoutNone = DBL_MAX;
- const ThreadTime kTimeoutYield = 0.000001; // 1 nanosecond in terms of a millisecond
- #define EA_THREADTIME_AS_UINT_MICROSECONDS(t) ((unsigned int)((t) * 1000.0)) /// Returns the milliseconds time as uint in microseconds.
- #define EA_THREADTIME_AS_INT64(t) ((int64_t)(t)) /// Returns the unconverted milliseconds time as a int64_t.
- #define EA_THREADTIME_AS_DOUBLE(t) (t) /// Returns the time as double milliseconds. May include a fraction component.
- #define EA_TIMESPEC_AS_UINT(t) ((unsigned int)(((t).tv_sec * 1000) + ((t).tv_nsec / 1000000))) /// Returns the time as uint in milliseconds.
- #define EA_TIMESPEC_AS_DOUBLE_IN_MS(t) ( (((t).tv_sec * 1000000000ull) + ((t).tv_nsec))/1000000.0) /// Returns the time as uint in milliseconds.
- #elif (defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE) && EA_THREADS_AVAILABLE
- struct ThreadTime : public timespec
- {
- typedef int seconds_t; // To consider: change to uint64_t or maybe long.
- typedef int nseconds_t;
-
- ThreadTime() { tv_sec = 0; tv_nsec = 0; }
- ThreadTime(const timespec& ts) { tv_sec = ts.tv_sec; tv_nsec = ts.tv_nsec; }
- ThreadTime(seconds_t nSeconds, nseconds_t nNanoseconds) { tv_sec = (long)nSeconds; tv_nsec = (long)nNanoseconds; }
- ThreadTime(const int64_t& nMilliseconds) { tv_sec = (long)(nMilliseconds / 1000); tv_nsec = (long)((nMilliseconds - (tv_sec * 1000)) * 1000000); }
- ThreadTime& operator+=(const int64_t& nMilliseconds) { long lTemp((long)nMilliseconds / 1000); tv_sec += lTemp; tv_nsec += (long)((nMilliseconds - (lTemp * 1000)) * 1000000); if(tv_nsec >= 1000000000){ tv_sec++; tv_nsec -= 1000000000; } return *this; }
- ThreadTime& operator-=(const int64_t& nMilliseconds) { long lTemp((long)nMilliseconds / 1000); tv_sec -= lTemp; tv_nsec -= (long)((nMilliseconds - (lTemp * 1000)) * 1000000); if(tv_nsec < 0) { tv_sec--; tv_nsec += 1000000000; } return *this; }
- ThreadTime& operator+=(const ThreadTime& tt) { tv_sec += tt.tv_sec; tv_nsec += tt.tv_nsec; if(tv_nsec >= 1000000000){ tv_sec++; tv_nsec -= 1000000000; } return *this; }
- ThreadTime& operator-=(const ThreadTime& tt) { tv_sec -= tt.tv_sec; tv_nsec -= tt.tv_nsec; if(tv_nsec < 0) { tv_sec--; tv_nsec += 1000000000; } return *this; }
- };
- inline ThreadTime operator+ (const ThreadTime& tt1, const ThreadTime& tt2) { ThreadTime ttR(tt1); ttR += tt2; return ttR; }
- inline ThreadTime operator+ (const ThreadTime& tt, const int64_t& nMilliseconds){ ThreadTime ttR(tt); ttR += nMilliseconds; return ttR; }
- inline ThreadTime operator- (const ThreadTime& tt1, const ThreadTime& tt2) { ThreadTime ttR(tt1); ttR -= tt2; return ttR; }
- inline ThreadTime operator- (const ThreadTime& tt, const int64_t& nMilliseconds){ ThreadTime ttR(tt); ttR -= nMilliseconds; return ttR; }
- inline bool operator==(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_nsec == tt2.tv_nsec) && (tt1.tv_sec == tt2.tv_sec); } // These comparisons assume that the nsec value is normalized (always between 0 && 1000000000).
- inline bool operator!=(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_nsec != tt2.tv_nsec) || (tt1.tv_sec != tt2.tv_sec); }
- inline bool operator< (const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec < tt2.tv_nsec) : (tt1.tv_sec < tt2.tv_sec); }
- inline bool operator> (const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec > tt2.tv_nsec) : (tt1.tv_sec > tt2.tv_sec); }
- inline bool operator<=(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec <= tt2.tv_nsec) : (tt1.tv_sec <= tt2.tv_sec); }
- inline bool operator>=(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec >= tt2.tv_nsec) : (tt1.tv_sec >= tt2.tv_sec); }
- const ThreadTime kTimeoutImmediate(0, 0); /// Used to specify to functions to return immediately if the operation could not be done.
- const ThreadTime kTimeoutNone(INT_MAX, INT_MAX); /// Used to specify to functions to block without a timeout (i.e. block forever).
- const ThreadTime kTimeoutYield(0, 0); /// Used to specify to ThreadSleep to yield to threads of equivalent priority.
- #define EA_THREADTIME_AS_INT64(t) ((int64_t)(((t).tv_sec * 1000) + ((t).tv_nsec / 1000000))) /// Returns the time as int64_t milliseconds.
- #define EA_THREADTIME_AS_INT64_MICROSECONDS(t) ((int64_t)(((t).tv_sec * 1000000) + (((t).tv_nsec / 1000)))) /// Returns the time as int64_t microseconds.
- #define EA_THREADTIME_AS_DOUBLE(t) (((t).tv_sec * 1000.0) + ((t).tv_nsec / 1000000.0)) /// Returns the time as double milliseconds.
- #elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64)
- typedef uint64_t ThreadTime; /// Current storage mechanism for time used by thread timeout functions. Units are milliseconds.
- const ThreadTime kTimeoutImmediate = 0; /// Used to specify to functions to return immediately if the operation could not be done.
- const ThreadTime kTimeoutNone = UINT64_MAX; /// Used to specify to functions to block without a timeout (i.e. block forever).
- const ThreadTime kTimeoutYield = 0; /// This is used with ThreadSleep to minimally yield to threads of equivalent priority.
- #define EA_THREADTIME_AS_INT64(t) ((int64_t)(t))
- #define EA_THREADTIME_AS_DOUBLE(t) ((double)(t))
- #else
- typedef unsigned ThreadTime; /// Current storage mechanism for time used by thread timeout functions. Units are milliseconds.
- const ThreadTime kTimeoutImmediate = 0; /// Used to specify to functions to return immediately if the operation could not be done.
- const ThreadTime kTimeoutNone = UINT_MAX; /// Used to specify to functions to block without a timeout (i.e. block forever).
- const ThreadTime kTimeoutYield = 0; /// This is used with ThreadSleep to minimally yield to threads of equivalent priority.
- #define EA_THREADTIME_AS_INT64(t) ((int64_t)(t))
- #define EA_THREADTIME_AS_DOUBLE(t) ((double)(t))
- #endif
- #if defined(EA_PLATFORM_MICROSOFT) /// Can be removed from C++11 Concurrency builds once full C++11 implementation is completed
- uint32_t RelativeTimeoutFromAbsoluteTimeout(ThreadTime absoluteTimeout);
- #endif
- // Thread priority constants
- // There is a standardized mechanism to convert system-specific thread
- // priorities to these platform-independent priorities and back without
- // loss of precision or behaviour. The convention is that kThreadPriorityDefault
- // equates to the system-specific normal thread priority. Thus for Microsoft
- // APIs a thread with priority kThreadPriorityDefault will be of Microsoft
- // priority THREAD_PRIORITY_NORMAL. A thread with an EAThread priority
- // of kThreadPriorityDefault + 1 will have a Microsoft priority of THREAD_PRIORITY_NORMAL + 1.
- // The only difference is that with EAThread all platforms are standardized on
- // kThreadPriorityDefault as the normal value and that higher EAThread priority
- // integral values mean higher thread priorities for running threads. This last
- // item is of significance because Sony platforms natively define lower integers
- // to mean higher thread priorities. With EAThread you get consistent behaviour
- // across platforms and thus kThreadPriorityDefault + 1 always results in a
- // thread that runs at priority of one level higher. On Sony platforms, this + 1
- // gets translated to a - 1 when calling the Sony native thread priority API.
- // EAThread priorities have no mandated integral bounds, though
- // kThreadPriorityMin and kThreadPriorityMax are defined as convenient practical
- // endpoints for users. Users should not generally use hard-coded constants to
- // refer to EAThread priorities much like it's best not to use hard-coded
- // constants to refer to platform-specific native thread priorities. Also, users
- // generally want to avoid manipulating thread priorities to the extent possible
- // and use conventional synchronization primitives to control execution.
- // Similarly, wildly varying thread priorities such as +100 are not likely to
- // achieve much and are not likely to be very portable.
- //
- const int kThreadPriorityUnknown = INT_MIN; /// Invalid or unknown priority.
- const int kThreadPriorityMin = -128; /// Minimum thread priority enumerated by EAThread. In practice, a valid thread priority can be anything other than kThreadPriorityUnknown.
- const int kThreadPriorityDefault = 0; /// Default (a.k.a. normal) thread priority.
- const int kThreadPriorityMax = 127; /// Maximum thread priority enumerated by EAThread. In practice, a valid thread priority can be anything other than kThreadPriorityUnknown.
- /// kSysThreadPriorityDefault
- /// Defines the platform-specific default thread priority.
- #if defined(EA_PLATFORM_SONY)
- const int kSysThreadPriorityDefault = 700;
- #elif defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE
- const int kSysThreadPriorityDefault = 0; // Some Unix variants use values other than zero, but these are not relevant.
- #elif defined(EA_PLATFORM_MICROSOFT)
- const int kSysThreadPriorityDefault = 0; // Same as THREAD_PRIORITY_NORMAL
- #else
- const int kSysThreadPriorityDefault = 0;
- #endif
- // The following functions are standalone and not static members of the thread class
- // because they are potentially used by multiple threading primitives and we don't
- // want to create a dependency of threading primitives on class Thread.
- /// GetThreadId
- /// Gets the thread ID for the current thread. This thread ID should
- /// be unique throughout the system.
- EATHREADLIB_API ThreadId GetThreadId();
- /// GetSysThreadId
- /// Gets the operating system thread id associated with the given ThreadId.
- /// It turns out that Microsoft operating systems (Windows, XBox, XBox 360)
- /// have two different ways to identify a thread: HANDLE and DWORD. Some API
- /// functions take thread HANDLES, while others take what Microsoft calls
- /// thread ids (DWORDs). EAThread ThreadId is a HANDLE, as that is used for
- /// more of the core threading APIs. However, some OS-level APIs accept instead
- /// the DWORD thread id. This function returns the OS thread id for a given
- /// EAThread ThreadId. In the case of Microsoft OSs, this returns a DWORD from
- /// a HANDLE and with other OSs this function simply returns the ThreadId.
- /// Returns a valid SysThreadId or kSysThreadIdInvalid if the input id is invalid.
- EATHREADLIB_API SysThreadId GetSysThreadId(ThreadId id);
- /// GetThreadId
- ///
- /// This is a portable function to convert between ThreadId's and SysThreadId's.
- /// For platforms that do not differentiate between these two types no conversion is attempted.
- EATHREADLIB_API ThreadId GetThreadId(SysThreadId id);
- /// GetSysThreadId
- /// Gets the SysThreadId for the current thread. This thread ID should
- /// be unique throughout the system.
- EATHREADLIB_API SysThreadId GetSysThreadId();
- /// GetThreadPriority
- /// Gets the priority of the current thread.
- /// This function can return any int except for kThreadPriorityUnknown, as the
- /// current thread's priority will always be knowable. A return value of kThreadPriorityDefault
- /// means that this thread is of normal (a.k.a. default) priority.
- /// See the documentation for thread priority constants (e.g. kThreadPriorityDefault)
- /// for more information about thread priority values and behaviour.
- EATHREADLIB_API int GetThreadPriority();
- /// SetThreadPriority
- /// Sets the priority of the current thread.
- /// Accepts any integer priority value except kThreadPriorityUnknown.
- /// On some platforms, this function will automatically convert any invalid
- /// priority for that particular platform to a valid one. A normal (a.k.a. default) thread
- /// priority is identified by kThreadPriorityDefault.
- /// See the documentation for thread priority constants (e.g. kThreadPriorityDefault)
- /// for more information about thread priority values and behaviour.
- EATHREADLIB_API bool SetThreadPriority(int nPriority);
- /// GetThreadStackBase
- /// Returns the base address of the current thread's stack.
- /// Recall that on all supported platforms that the stack grows downward
- /// and thus that the stack base address is of a higher value than the
- /// stack's contents.
- EATHREADLIB_API void* GetThreadStackBase();
- // Thread processor constants
- const int kProcessorDefault = -1; /// Use the default processor for the platform. On many platforms, the default is to not be tied to any specific processor, but other threads can only ever be bound to a single processor.
- const int kProcessorAny = -2; /// Run the thread on any processor. Many platforms will switch threads between processors dynamically.
- /// SetThreadProcessor
- /// Sets the processor the current thread should run on. Valid values
- /// are kThreadProcessorDefault, kThreadProcessorAny, or a processor
- /// index in the range of [0, processor count). If the input value
- /// is >= the processor count, it will be reduced to be a modulo of
- /// the processor count. Any other invalid value will cause the processor
- /// to be set to zero.
- /// This function isn't guaranteed to restrict the thread from executing
- /// on the given processor for all platforms. Some platforms don't support
- /// assigning thread processor affinity, while with others (e.g. Windows using
- /// SetThreadIdealProcessor) the OS tries to comply but will use a different
- /// processor when the assigned one is unavailable.
- EATHREADLIB_API void SetThreadProcessor(int nProcessor);
-
- /// GetThreadProcessor
- /// Returns the (possibly virtual) CPU index that the thread is currently
- /// running on. Different systems may have differing definitions of what
- /// a unique processor is. Some CPUs have multiple sub-CPUs (e.g. "cores")
- /// which are treated as unique processors by the system.
- /// Many systems switch threads between processors dynamically; thus it's
- /// possible that the thread may be on a different CPU by the time this
- /// function returns.
- /// Lastly, some systems don't provide the ability to detect what processor
- /// the current thread is running on; in these cases this function returns 0.
- EATHREADLIB_API int GetThreadProcessor();
-
- /// GetProcessorCount
- /// Returns the (possibly virtual) CPU count that the current system has.
- /// Some systems (e.g. Posix, Unix) don't expose an ability to tell how
- /// many processors there are; in these cases this function returns 1.
- /// This function returns the number of currently active processors.
- /// Some systems can modify the number of active processors dynamically.
- EATHREADLIB_API int GetProcessorCount();
- /// kThreadAffinityMaskAny
- /// Defines the thread affinity mask that enables the thread
- /// to float on all available processors.
- typedef uint64_t ThreadAffinityMask;
- const ThreadAffinityMask kThreadAffinityMaskAny = ~0U;
- /// SetThreadAffinityMask
- ///
- /// The nAffinityMask is a bit field where each bit designates a processor.
- ///
- /// This function isn't guaranteed to restrict the thread from executing
- /// on the given processor for all platforms. Some platforms don't support
- /// assigning thread processor affinity, while with others (e.g. Windows using
- /// SetThreadIdealProcessor) the OS tries to comply but will use a different
- /// processor when the assigned one is unavailable.
- EATHREADLIB_API void SetThreadAffinityMask(ThreadAffinityMask nAffinityMask);
- EATHREADLIB_API void SetThreadAffinityMask(const EA::Thread::ThreadId& id, ThreadAffinityMask nAffinityMask);
-
- /// GetThreadAffinityMask
- ///
- /// Returns the current thread affinity mask specified by the user.
- EATHREADLIB_API ThreadAffinityMask GetThreadAffinityMask();
- EATHREADLIB_API ThreadAffinityMask GetThreadAffinityMask(const EA::Thread::ThreadId& id);
- /// GetName
- /// Returns the name of the thread assigned by the SetName function.
- /// If the thread was not named by the SetName function, then the name is empty ("").
- EATHREADLIB_API const char* GetThreadName();
- EATHREADLIB_API const char* GetThreadName(const EA::Thread::ThreadId& id);
- /// SetThreadName
- ///
- /// Sets a descriptive name or the thread. On some platforms this name is passed on
- /// to the debugging tools so they can see this name. The name length, including a
- /// terminating 0 char, is limited to EATHREAD_NAME_SIZE characters. Any characters
- /// beyond that are ignored.
- ///
- /// You can set the name of a Thread object only if it has already begun. You can
- /// also set the name with the Begin function via the ThreadParameters argument to
- /// Begin. This design is in order to simplify the implementation, but being able
- /// to set ThreadParameters before Begin is something that can be considered in the
- /// future.
- ///
- /// Some platforms (e.g. Linux) have the restriction that this function works
- /// properly only when called by the same thread that you want to name. Given this
- /// situation, the most portable way to use this SetName function is to either
- /// always call it from the thread to be named or to use the ThreadParameters to
- /// give the thread a name before it is started and let the started thread name
- /// itself.
- //
- //
- //
- EATHREADLIB_API void SetThreadName(const char* pName);
- EATHREADLIB_API void SetThreadName(const EA::Thread::ThreadId& id, const char* pName);
- /// ThreadSleep
- /// Puts the current thread to sleep for an amount of time hinted at
- /// by the time argument. The timeout is merely a hint and the system
- /// thread scheduler might return well before the sleep time has elapsed.
- /// The input 'timeRelative' refers to a relative time and not an
- /// absolute time such as used by EAThread mutexes, semaphores, etc.
- /// This is for consistency with other threading systems such as Posix and Win32.
- /// A sleep time of zero has the same effect as simply yielding to other
- /// available threads.
- ///
- EATHREADLIB_API void ThreadSleep(const ThreadTime& timeRelative = kTimeoutImmediate);
- /// ThreadCooperativeYield
- /// On platforms that use cooperative multithreading instead of
- /// pre-emptive multithreading, this function maps to ThreadSleep(0).
- /// On pre-emptive platforms, this function is a no-op. The intention
- /// is to allow cooperative multithreaded systems to yield manually
- /// in order for other threads to run, but also not to penalize
- /// pre-emptive systems that don't need such manual yielding. If you
- /// want to forcefully yield on a pre-emptive system, call ThreadSleep(0).
- #ifdef EA_THREAD_COOPERATIVE
- #define ThreadCooperativeYield() EA::Thread::ThreadSleep(EA::Thread::kTimeoutYield)
- #else
- #define ThreadCooperativeYield()
- #endif
- /// End
- /// This function provides a way for a thread to end itself.
- EATHREADLIB_API void ThreadEnd(intptr_t threadReturnValue);
- /// GetThreadTime
- /// Gets the current absolute time in milliseconds.
- /// This is required for working with absolute timeouts, for example.
- /// To specify a timeout that is relative to the current time, simply
- /// add time (in milliseconds) to the return value of GetThreadTime.
- /// Alternatively, you can use ConvertRelativeTime to calculate an absolute time.
- EATHREADLIB_API ThreadTime GetThreadTime();
- /// ConvertRelativeTime
- /// Given a relative time (in milliseconds), this function returns an
- /// absolute time (in milliseconds).
- /// Example usage:
- /// mutex.Lock(ConvertRelativeTime(1000));
- EATHREADLIB_API inline ThreadTime ConvertRelativeTime(const ThreadTime& timeRelative)
- {
- return GetThreadTime() + timeRelative;
- }
- /// SetAssertionFailureFunction
- /// Allows the user to specify a callback function to trap assertion failures.
- /// You can use this to glue your own assertion system into this system.
- typedef void (*AssertionFailureFunction)(const char* pExpression, void* pContext);
- EATHREADLIB_API void SetAssertionFailureFunction(AssertionFailureFunction pAssertionFailureFunction, void* pContext);
- /// AssertionFailure
- /// Triggers an assertion failure. This function is generally intended for internal
- /// use but is available so that related code can use the same system.
- EATHREADLIB_API void AssertionFailure(const char* pExpression);
- EATHREADLIB_API void AssertionFailureV(const char* pFormat, ...);
- /// Allocator
- /// This is the same as (the first four functions of) ICoreAllocator.
- /// If the allocator is set via SetAllocator, then it must be done before
- /// any other thread operations which might allocate memory are done.
- /// Typically this includes creating objects via factory functions and
- /// creating threads whereby you specify that thread resources be allocated for you..
- class Allocator
- {
- public:
- virtual ~Allocator() {}
- virtual void* Alloc(size_t size, const char* name = 0, unsigned int flags = 0) = 0;
- virtual void* Alloc(size_t size, const char* name, unsigned int flags,
- unsigned int align, unsigned int alignOffset = 0) = 0;
- virtual void Free(void* block, size_t size=0) = 0;
- };
- EATHREADLIB_API void SetAllocator(Allocator* pAllocator);
- EATHREADLIB_API Allocator* GetAllocator();
- EATHREADLIB_API void SetAllocator(EA::Allocator::ICoreAllocator* pAllocator);
- } // namespace Thread
- } // namespace EA
- /// EAThreadGetUniqueId
- ///
- /// Gets a value that is unique per thread but isn't necessarily the system-recognized
- /// thread id. This function is at least as fast as GetThreadId, and on some platforms
- /// is potentially significantly faster due to being implemented in inline asm which
- /// avoids a system function call which may cause an instruction cache miss penalty.
- /// This function is useful for creating very fast implementations of some kinds of
- /// threading constructs. It's implemented as a macro instead of a function in order
- /// to optimizing inlining success across all platforms and compilers.
- ///
- /// This function is guaranteed to yield a valid value; there are no error conditions.
- ///
- /// This macro acts as if it were declared as a function like this:
- /// void EAThreadGetUniqueId(ThreadUniqueId& result);
- ///
- /// Example usage:
- /// ThreadUniqueId x;
- /// EAThreadGetUniqueId(x);
- ///
- #if EA_USE_CPP11_CONCURRENCY
- #define EAThreadGetUniqueId(dest) (dest = static_cast<uintptr_t>(std::hash<std::thread::id>()(std::this_thread::get_id())))
- #elif defined(EA_PLATFORM_WINDOWS) && defined(EA_COMPILER_MSVC) && !defined(EA_PLATFORM_WIN64)
- // Reference implementation:
- //extern "C" __declspec(dllimport) unsigned long __stdcall GetCurrentThreadId();
- //#define EAThreadGetUniqueId(dest) dest = (ThreadUniqueId)(uintptr_t)GetCurrentThreadId()
- // Fast implementation:
- extern "C" unsigned long __readfsdword(unsigned long offset);
- #pragma intrinsic(__readfsdword)
- #define EAThreadGetUniqueId(dest) dest = (EA::Thread::ThreadUniqueId)(uintptr_t)__readfsdword(0x18)
- #elif defined(EA_COMPILER_MSVC) && defined(EA_PROCESSOR_X86_64)
- EA_DISABLE_ALL_VC_WARNINGS()
- #include <intrin.h>
- EA_RESTORE_ALL_VC_WARNINGS()
- #define EAThreadGetUniqueId(dest) dest = (EA::Thread::ThreadUniqueId)(uintptr_t)__readgsqword(0x30)
- // Could also use dest = (EA::Thread::ThreadUniqueId)NtCurrentTeb(), but that would require #including <windows.h>, which is very heavy.
- #else
- // Reference implementation:
- #define EAThreadGetUniqueId(dest) dest = (EA::Thread::ThreadUniqueId)(uintptr_t)EA::Thread::GetThreadId()
- #endif
- // EAThreadIdToString
- // Convert a thread id to a string suitable for use with printf like functions, e.g.:
- // printf("%s", EAThreadIdToString(myThreadId));
- // This macro is intended for debugging purposes and makes no guarantees about performance
- // or how a thread id is mapped to a string.
- namespace EA
- {
- namespace Thread
- {
- namespace detail
- {
- struct EATHREADLIB_API ThreadIdToStringBuffer
- {
- public:
- enum { BufSize = 32 };
- explicit ThreadIdToStringBuffer(EA::Thread::ThreadId threadId);
- const char* c_str() const { return mBuf; }
- private:
- char mBuf[BufSize];
- };
- struct EATHREADLIB_API SysThreadIdToStringBuffer
- {
- public:
- enum { BufSize = 32 };
- explicit SysThreadIdToStringBuffer(EA::Thread::SysThreadId sysThreadId);
- const char* c_str() const { return mBuf; }
- private:
- char mBuf[BufSize];
- };
- }
- }
- }
- #if !defined(EAThreadThreadIdToString)
- #define EAThreadThreadIdToString(threadId) (EA::Thread::detail::ThreadIdToStringBuffer(threadId).c_str())
- #endif
- #if !defined(EAThreadSysThreadIdToString)
- #define EAThreadSysThreadIdToString(sysThreadId) (EA::Thread::detail::SysThreadIdToStringBuffer(sysThreadId).c_str())
- #endif
- ///////////////////////////////////////////////////////////////////////////////
- // Inline functions
- ///////////////////////////////////////////////////////////////////////////////
- #if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
- // We implement GetSysThreadId in our associated .cpp file.
- #elif defined(EA_PLATFORM_SONY)
- // We implement GetSysThreadId in our associated .cpp file.
- #elif defined(EA_PLATFORM_APPLE)
- // We implement GetSysThreadId in our associated .cpp file.
- #elif EA_USE_CPP11_CONCURRENCY
- // We implement GetSysThreadId in our associated .cpp file.
- #else
- inline EA::Thread::SysThreadId EA::Thread::GetSysThreadId(ThreadId id)
- {
- return id;
- }
- inline EA::Thread::SysThreadId EA::Thread::GetSysThreadId()
- {
- return GetThreadId(); // ThreadId == SysThreadId in this case
- }
- #endif
- #endif // EATHREAD_EATHREAD_H
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