virtualx-engine/core/os/thread.h
Juan Linietsky 98c655ec8d Refactor Node Processing
* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.

This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424.
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
2023-05-09 19:17:51 +02:00

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4.6 KiB
C++

/**************************************************************************/
/* 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. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "platform_config.h"
// 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`
// Overriding the platform implementation is required in some proprietary platforms
#ifdef PLATFORM_THREAD_OVERRIDE
#include "platform_thread.h"
#else
#ifndef THREAD_H
#define THREAD_H
#include "core/templates/safe_refcount.h"
#include "core/typedefs.h"
#include <thread>
class String;
class Thread {
public:
typedef void (*Callback)(void *p_userdata);
typedef uint64_t ID;
enum : ID {
UNASSIGNED_ID = 0,
MAIN_ID = 1
};
enum Priority {
PRIORITY_LOW,
PRIORITY_NORMAL,
PRIORITY_HIGH
};
struct Settings {
Priority priority;
Settings() { priority = PRIORITY_NORMAL; }
};
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;
};
private:
friend class Main;
ID id = UNASSIGNED_ID;
static SafeNumeric<uint64_t> id_counter;
static thread_local ID caller_id;
std::thread thread;
static void callback(ID p_caller_id, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata);
static PlatformFunctions platform_functions;
static void make_main_thread() { caller_id = MAIN_ID; }
static void release_main_thread() { caller_id = UNASSIGNED_ID; }
public:
static void _set_platform_functions(const PlatformFunctions &p_functions);
_FORCE_INLINE_ ID get_id() const { return id; }
// get the ID of the caller thread
_FORCE_INLINE_ static ID get_caller_id() {
if (unlikely(caller_id == UNASSIGNED_ID)) {
caller_id = id_counter.increment();
}
return caller_id;
}
// get the ID of the main thread
_FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; }
_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.
static Error set_name(const String &p_name);
void start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings());
bool is_started() const;
///< waits until thread is finished, and deallocates it.
void wait_to_finish();
Thread();
~Thread();
};
#endif // THREAD_H
#endif // PLATFORM_THREAD_OVERRIDE