254 lines
6.2 KiB
C++
254 lines
6.2 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2016 MaNGOS project <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "Threading.h"
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#include "Utilities/Errors.h"
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#include <ace/OS_NS_unistd.h>
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#include <ace/Sched_Params.h>
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#include <vector>
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using namespace ACE_Based;
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ThreadPriority::ThreadPriority()
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{
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for (int i = Idle; i < MAXPRIORITYNUM; ++i)
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{ m_priority[i] = ACE_THR_PRI_OTHER_DEF; }
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m_priority[Idle] = ACE_Sched_Params::priority_min(ACE_SCHED_OTHER);
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m_priority[Realtime] = ACE_Sched_Params::priority_max(ACE_SCHED_OTHER);
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std::vector<int> _tmp;
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ACE_Sched_Params::Policy _policy = ACE_SCHED_OTHER;
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ACE_Sched_Priority_Iterator pr_iter(_policy);
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while (pr_iter.more())
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{
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_tmp.push_back(pr_iter.priority());
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pr_iter.next();
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}
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MANGOS_ASSERT(!_tmp.empty());
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if (_tmp.size() >= MAXPRIORITYNUM)
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{
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const size_t max_pos = _tmp.size();
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size_t min_pos = 1;
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size_t norm_pos = 0;
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for (size_t i = 0; i < max_pos; ++i)
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{
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if (_tmp[i] == ACE_THR_PRI_OTHER_DEF)
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{
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norm_pos = i + 1;
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break;
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}
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}
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// since we have only 7(seven) values in enum Priority
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// and 3 we know already (Idle, Normal, Realtime) so
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// we need to split each list [Idle...Normal] and [Normal...Realtime]
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// into pieces
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const size_t _divider = 4;
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size_t _div = (norm_pos - min_pos) / _divider;
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if (_div == 0)
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{ _div = 1; }
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min_pos = (norm_pos - 1);
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m_priority[Low] = _tmp[min_pos -= _div];
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m_priority[Lowest] = _tmp[min_pos -= _div ];
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_div = (max_pos - norm_pos) / _divider;
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if (_div == 0)
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{ _div = 1; }
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min_pos = norm_pos - 1;
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m_priority[High] = _tmp[min_pos += _div];
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m_priority[Highest] = _tmp[min_pos += _div];
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}
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}
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int ThreadPriority::getPriority(Priority p) const
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{
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if (p < Idle)
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{ p = Idle; }
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if (p > Realtime)
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{ p = Realtime; }
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return m_priority[p];
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}
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#ifndef __sun__
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# define THREADFLAG (THR_NEW_LWP | THR_JOINABLE | THR_SCHED_DEFAULT)
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#else
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# define THREADFLAG (THR_NEW_LWP | THR_JOINABLE)
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#endif
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Thread::Thread() : m_iThreadId(0), m_hThreadHandle(0), m_task(0)
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{
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}
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Thread::Thread(Runnable* instance) : m_iThreadId(0), m_hThreadHandle(0), m_task(instance)
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{
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// register reference to m_task to prevent it deeltion until destructor
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if (m_task)
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{ m_task->incReference(); }
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bool _start = start();
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MANGOS_ASSERT(_start);
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}
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Thread::~Thread()
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{
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// Wait();
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// deleted runnable object (if no other references)
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if (m_task)
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{ m_task->decReference(); }
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}
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// initialize Thread's class static member
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Thread::ThreadStorage *Thread::m_ThreadStorage = NULL;
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ThreadPriority Thread::m_TpEnum;
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bool Thread::start()
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{
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if (m_task == 0 || m_iThreadId != 0)
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{ return false; }
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// incRef before spawing the thread, otherwise Thread::ThreadTask() might call decRef and delete m_task
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m_task->incReference();
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m_ThreadStorage = new ACE_TSS<Thread>();
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bool res = (ACE_Thread::spawn(&Thread::ThreadTask, (void*)m_task, THREADFLAG, &m_iThreadId, &m_hThreadHandle) == 0);
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if (res)
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{ m_task->decReference(); }
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return res;
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}
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bool Thread::wait()
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{
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if (!m_hThreadHandle || !m_task)
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{ return false; }
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ACE_THR_FUNC_RETURN _value = ACE_THR_FUNC_RETURN(-1);
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int _res = ACE_Thread::join(m_hThreadHandle, &_value);
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m_iThreadId = 0;
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m_hThreadHandle = 0;
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delete m_ThreadStorage;
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m_ThreadStorage = NULL;
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return (_res == 0);
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}
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void Thread::destroy()
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{
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if (!m_iThreadId || !m_task)
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{ return; }
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if (ACE_Thread::kill(m_iThreadId, -1) != 0)
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{ return; }
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m_iThreadId = 0;
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m_hThreadHandle = 0;
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delete m_ThreadStorage;
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m_ThreadStorage = NULL;
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// reference set at ACE_Thread::spawn
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m_task->decReference();
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}
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void Thread::suspend()
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{
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ACE_Thread::suspend(m_hThreadHandle);
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}
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void Thread::resume()
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{
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ACE_Thread::resume(m_hThreadHandle);
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}
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ACE_THR_FUNC_RETURN Thread::ThreadTask(void* param)
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{
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Runnable* _task = static_cast<Runnable*>(param);
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_task->incReference();
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_task->run();
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// task execution complete, free referecne added at
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_task->decReference();
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return (ACE_THR_FUNC_RETURN)0;
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}
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ACE_thread_t Thread::currentId()
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{
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return ACE_Thread::self();
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}
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ACE_hthread_t Thread::currentHandle()
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{
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ACE_hthread_t _handle;
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ACE_Thread::self(_handle);
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return _handle;
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}
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Thread* Thread::current()
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{
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Thread* _thread = (*m_ThreadStorage).ts_object();
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if (!_thread)
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{
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_thread = new Thread();
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_thread->m_iThreadId = Thread::currentId();
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_thread->m_hThreadHandle = Thread::currentHandle();
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Thread* _oldValue = (*m_ThreadStorage).ts_object(_thread);
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delete _oldValue;
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}
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return _thread;
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}
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void Thread::setPriority(Priority type)
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{
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#ifndef __sun__
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int _priority = m_TpEnum.getPriority(type);
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int _ok = ACE_Thread::setprio(m_hThreadHandle, _priority);
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// remove this ASSERT in case you don't want to know is thread priority change was successful or not
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MANGOS_ASSERT(_ok == 0);
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#endif
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}
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void Thread::Sleep(unsigned long msecs)
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{
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ACE_OS::sleep(ACE_Time_Value(0, 1000 * msecs));
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}
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