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/*
* ThreadManager.h
*
* 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/>.
*/
#ifndef MAD_NET_THREADMANAGER_H_
#define MAD_NET_THREADMANAGER_H_
#include <config.h>
#include "FdManager.h"
#include <Common/Initializable.h>
#include <Common/LogManager.h>
#include <queue>
#include <set>
#include <sigc++/slot.h>
#include "glthread/thread.h"
#include "glthread/lock.h"
#include "glthread/cond.h"
namespace Mad {
namespace Net {
class ThreadManager : public Common::Initializable {
private:
gl_thread_t mainThread, workerThread, loggerThread, ioThread;
std::set<gl_thread_t> threads;
gl_lock_t threadLock;
gl_lock_t runLock;
bool running;
gl_lock_t workLock;
gl_cond_t workCond;
std::queue<sigc::slot<void> > work;
static ThreadManager threadManager;
ThreadManager() {}
static void* workerStart(void*) {
threadManager.workerFunc();
return 0;
}
static void* loggerStart(void*) {
Common::LogManager::get()->loggerThread();
return 0;
}
static void* ioStart(void*) {
FdManager::get()->ioThread();
return 0;
}
void workerFunc();
void threadFinished(gl_thread_t thread) {
gl_lock_lock(threadLock);
threads.erase(thread);
gl_lock_unlock(threadLock);
gl_thread_join(thread, 0);
}
protected:
virtual void doInit();
virtual void doDeinit();
public:
bool isThisMainThread() {
return (mainThread == (gl_thread_t)gl_thread_self());
}
bool isThisWorkerThread() {
gl_lock_lock(threadLock);
bool ret = (workerThread == (gl_thread_t)gl_thread_self());
gl_lock_unlock(threadLock);
return ret;
}
void detach();
void pushWork(const sigc::slot<void> &newWork);
static ThreadManager* get() {
return &threadManager;
}
};
}
}
#endif /* MAD_NET_THREADMANAGER_H_ */
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