// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include "../Precompiled.h" #include "../Core/Thread.h" #ifdef _WIN32 #include "../Engine/WinWrapped.h" #else #include #endif #include "../DebugNew.h" namespace Urho3D { #ifdef URHO3D_THREADING #ifdef _WIN32 static DWORD WINAPI ThreadFunctionStatic(void* data) { Thread* thread = static_cast(data); thread->ThreadFunction(); return 0; } #else static void* ThreadFunctionStatic(void* data) { auto* thread = static_cast(data); thread->ThreadFunction(); pthread_exit((void*)nullptr); return nullptr; } #endif #endif // URHO3D_THREADING ThreadID Thread::mainThreadID; Thread::Thread() : handle_(nullptr), shouldRun_(false) { } Thread::~Thread() { Stop(); } bool Thread::Run() { #ifdef URHO3D_THREADING // Check if already running if (handle_) return false; shouldRun_ = true; #ifdef _WIN32 handle_ = CreateThread(nullptr, 0, ThreadFunctionStatic, this, 0, nullptr); #else handle_ = new pthread_t; pthread_attr_t type; pthread_attr_init(&type); pthread_attr_setdetachstate(&type, PTHREAD_CREATE_JOINABLE); pthread_create((pthread_t*)handle_, &type, ThreadFunctionStatic, this); #endif return handle_ != nullptr; #else return false; #endif // URHO3D_THREADING } void Thread::Stop() { #ifdef URHO3D_THREADING // Check if already stopped if (!handle_) return; shouldRun_ = false; #ifdef _WIN32 WaitForSingleObject((HANDLE)handle_, INFINITE); CloseHandle((HANDLE)handle_); #else auto* thread = (pthread_t*)handle_; if (thread) pthread_join(*thread, nullptr); delete thread; #endif handle_ = nullptr; #endif // URHO3D_THREADING } void Thread::SetPriority(int priority) { #ifdef URHO3D_THREADING #ifdef _WIN32 if (handle_) SetThreadPriority((HANDLE)handle_, priority); #elif defined(__linux__) && !defined(__ANDROID__) && !defined(__EMSCRIPTEN__) auto* thread = (pthread_t*)handle_; if (thread) pthread_setschedprio(*thread, priority); #endif #endif // URHO3D_THREADING } void Thread::SetMainThread() { mainThreadID = GetCurrentThreadID(); } ThreadID Thread::GetCurrentThreadID() { #ifdef URHO3D_THREADING #ifdef _WIN32 return GetCurrentThreadId(); #else return pthread_self(); #endif #else return ThreadID(); #endif // URHO3D_THREADING } bool Thread::IsMainThread() { #ifdef URHO3D_THREADING return GetCurrentThreadID() == mainThreadID; #else return true; #endif // URHO3D_THREADING } }