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/**************************************************************************/
/* thread.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* "Software"), to deal in the Software without restriction, including */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/**************************************************************************/
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# include "platform_config.h"
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// Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
// to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h`
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// Overriding the platform implementation is required in some proprietary platforms
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# ifdef PLATFORM_THREAD_OVERRIDE
# include "platform_thread.h"
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# else
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# ifndef THREAD_H
# define THREAD_H
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# include "core/templates/safe_refcount.h"
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# include "core/typedefs.h"
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# include <thread>
class String ;
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class Thread {
public :
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typedef void ( * Callback ) ( void * p_userdata ) ;
typedef uint64_t ID ;
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enum : ID {
UNASSIGNED_ID = 0 ,
MAIN_ID = 1
} ;
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enum Priority {
PRIORITY_LOW ,
PRIORITY_NORMAL ,
PRIORITY_HIGH
} ;
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struct Settings {
Priority priority ;
Settings ( ) { priority = PRIORITY_NORMAL ; }
} ;
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struct PlatformFunctions {
Error ( * set_name ) ( const String & ) = nullptr ;
void ( * set_priority ) ( Thread : : Priority ) = nullptr ;
void ( * init ) ( ) = nullptr ;
void ( * wrapper ) ( Thread : : Callback , void * ) = nullptr ;
void ( * term ) ( ) = nullptr ;
} ;
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private :
friend class Main ;
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ID id = UNASSIGNED_ID ;
static SafeNumeric < uint64_t > id_counter ;
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static thread_local ID caller_id ;
std : : thread thread ;
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static void callback ( ID p_caller_id , const Settings & p_settings , Thread : : Callback p_callback , void * p_userdata ) ;
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static PlatformFunctions platform_functions ;
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static void make_main_thread ( ) { caller_id = MAIN_ID ; }
static void release_main_thread ( ) { caller_id = UNASSIGNED_ID ; }
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public :
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static void _set_platform_functions ( const PlatformFunctions & p_functions ) ;
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_FORCE_INLINE_ ID get_id ( ) const { return id ; }
// get the ID of the caller thread
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_FORCE_INLINE_ static ID get_caller_id ( ) {
if ( unlikely ( caller_id = = UNASSIGNED_ID ) ) {
caller_id = id_counter . increment ( ) ;
}
return caller_id ;
}
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// get the ID of the main thread
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_FORCE_INLINE_ static ID get_main_id ( ) { return MAIN_ID ; }
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_FORCE_INLINE_ static bool is_main_thread ( ) { return caller_id = = MAIN_ID ; } // Gain a tiny bit of perf here because there is no need to validate caller_id here, because only main thread will be set as 1.
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static Error set_name ( const String & p_name ) ;
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ID start ( Thread : : Callback p_callback , void * p_user , const Settings & p_settings = Settings ( ) ) ;
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bool is_started ( ) const ;
///< waits until thread is finished, and deallocates it.
void wait_to_finish ( ) ;
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Thread ( ) ;
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~ Thread ( ) ;
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} ;
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# endif // THREAD_H
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# endif // PLATFORM_THREAD_OVERRIDE