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/*
 * ThreadManager.cpp
 *
 * Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
 *
 * 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 3 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, see <http://www.gnu.org/licenses/>.
 */

#include "ThreadManager.h"

#include <sigc++/bind.h>

namespace Mad {
namespace Common {

ThreadManager ThreadManager::threadManager;


void ThreadManager::workerFunc() {
  while(true) {
    gl_lock_lock(runLock);

    if(!running || !isThisWorkerThread()) {
      gl_lock_unlock(runLock);
      return;
    }

    gl_lock_unlock(runLock);

    gl_lock_lock(workLock);
    while(work.empty()) {
      gl_cond_wait(workCond, workLock);

      if(!running) {
        gl_lock_unlock(workLock);
        return;
      }
    }

    sigc::slot<void> nextWork = work.front();
    work.pop();

    gl_lock_unlock(workLock);

    nextWork();
  }

  // And let the new worker thread join us...
  pushWork(sigc::bind(sigc::mem_fun(this, &ThreadManager::threadFinished), (gl_thread_t)gl_thread_self()));
}

void ThreadManager::detach() {
  if(!isThisMainThread()) {
    Logger::log(Logger::CRITICAL, "Tried to detach main thread! This is just WRONG!");
    return;
  }

  gl_lock_lock(runLock);
  bool isRunning = running;
  gl_lock_unlock(runLock);
  if(!isRunning) // There's no point in creating a new worker thread when we aren't running anymore
    return;

  gl_lock_lock(threadLock);

  if(workerThread == (gl_thread_t)gl_thread_self()) {// Already detached?
    threads.insert(workerThread);
    workerThread = gl_thread_create(&ThreadManager::workerStart, 0);
  }

  gl_lock_unlock(threadLock);
}

void ThreadManager::pushWork(const sigc::slot<void> &newWork) {
  gl_lock_lock(workLock);

  work.push(newWork);

  gl_cond_signal(workCond);
  gl_lock_unlock(workLock);
}


void ThreadManager::doInit() {
  gl_lock_init(threadLock);
  gl_lock_init(runLock);
  gl_lock_init(workLock);
  gl_cond_init(workCond);

  running = true;

  gl_lock_lock(threadLock);

  mainThread = (gl_thread_t)gl_thread_self();
  workerThread = gl_thread_create(&ThreadManager::workerStart, 0);
  loggerThread = gl_thread_create(&ThreadManager::loggerStart, 0);

  gl_lock_unlock(threadLock);
}

void ThreadManager::doDeinit() {
  if(!isThisMainThread()) {
    // TODO Critical error!!!
    return;
  }

  gl_lock_lock(runLock);
  gl_lock_lock(workLock);

  running = false;
  gl_cond_signal(workCond);

  gl_lock_unlock(workLock);
  gl_lock_unlock(runLock);

  // We don't have to lock threadLock as detach() won't change workerThread when running is false
  gl_thread_join(workerThread, 0);

  // Now wait for all detached threads
  gl_lock_lock(threadLock);
  while(!threads.empty()) {
    gl_thread_t thread = *threads.begin();
    gl_lock_unlock(threadLock);

    gl_thread_join(thread, 0);

    gl_lock_lock(threadLock);
    threads.erase(thread);
  }
  gl_lock_unlock(threadLock);

  LogManager::get()->stopLoggerThread();
  gl_thread_join(loggerThread, 0);

  gl_cond_destroy(workCond);
  gl_lock_destroy(workLock);
  gl_lock_destroy(runLock);
  gl_lock_destroy(threadLock);
}

}
}