mangos/src/shared/Threading/Threading.cpp
2016-03-20 22:09:21 +00:00

254 lines
6.2 KiB
C++

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