ddnet/src/engine/shared/jobs.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "jobs.h"
IJob::IJob() :
m_Status(STATE_PENDING)
{
}
IJob::IJob(const IJob &Other) :
m_Status(STATE_PENDING)
{
}
IJob &IJob::operator=(const IJob &Other)
{
m_Status = STATE_PENDING;
return *this;
}
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IJob::~IJob() = default;
int IJob::Status()
{
return m_Status.load();
}
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CJobPool::CJobPool()
{
// empty the pool
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m_NumThreads = 0;
m_Shutdown = false;
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m_Lock = lock_create();
sphore_init(&m_Semaphore);
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m_pFirstJob = 0;
m_pLastJob = 0;
}
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CJobPool::~CJobPool()
{
if(!m_Shutdown)
{
Destroy();
}
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}
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void CJobPool::WorkerThread(void *pUser)
{
CJobPool *pPool = (CJobPool *)pUser;
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while(!pPool->m_Shutdown)
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{
std::shared_ptr<IJob> pJob = 0;
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// fetch job from queue
sphore_wait(&pPool->m_Semaphore);
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lock_wait(pPool->m_Lock);
if(pPool->m_pFirstJob)
{
pJob = pPool->m_pFirstJob;
pPool->m_pFirstJob = pPool->m_pFirstJob->m_pNext;
if(!pPool->m_pFirstJob)
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pPool->m_pLastJob = 0;
}
lock_unlock(pPool->m_Lock);
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// do the job if we have one
if(pJob)
{
RunBlocking(pJob.get());
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}
}
}
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void CJobPool::Init(int NumThreads)
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{
// start threads
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m_NumThreads = NumThreads > MAX_THREADS ? MAX_THREADS : NumThreads;
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for(int i = 0; i < NumThreads; i++)
m_apThreads[i] = thread_init(WorkerThread, this, "CJobPool worker");
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}
void CJobPool::Destroy()
{
m_Shutdown = true;
for(int i = 0; i < m_NumThreads; i++)
sphore_signal(&m_Semaphore);
for(int i = 0; i < m_NumThreads; i++)
{
if(m_apThreads[i])
thread_wait(m_apThreads[i]);
}
lock_destroy(m_Lock);
sphore_destroy(&m_Semaphore);
}
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void CJobPool::Add(std::shared_ptr<IJob> pJob)
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{
lock_wait(m_Lock);
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// add job to queue
if(m_pLastJob)
m_pLastJob->m_pNext = pJob;
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m_pLastJob = std::move(pJob);
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if(!m_pFirstJob)
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m_pFirstJob = m_pLastJob;
lock_unlock(m_Lock);
sphore_signal(&m_Semaphore);
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}
void CJobPool::RunBlocking(IJob *pJob)
{
pJob->m_Status = IJob::STATE_RUNNING;
pJob->Run();
pJob->m_Status = IJob::STATE_DONE;
}