99fe462452
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
117 lines
4.4 KiB
C++
117 lines
4.4 KiB
C++
/*************************************************************************/
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/* thread.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "thread.h"
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#include "core/object/script_language.h"
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#if !defined(NO_THREADS)
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Error (*Thread::set_name_func)(const String &) = nullptr;
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void (*Thread::set_priority_func)(Thread::Priority) = nullptr;
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void (*Thread::init_func)() = nullptr;
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void (*Thread::term_func)() = nullptr;
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Thread::ID Thread::main_thread_id = 1;
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Thread::ID Thread::last_thread_id = 1;
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thread_local Thread::ID Thread::caller_id = 1;
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void Thread::_set_platform_funcs(
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Error (*p_set_name_func)(const String &),
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void (*p_set_priority_func)(Thread::Priority),
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void (*p_init_func)(),
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void (*p_term_func)()) {
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Thread::set_name_func = p_set_name_func;
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Thread::set_priority_func = p_set_priority_func;
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Thread::init_func = p_init_func;
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Thread::term_func = p_term_func;
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}
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void Thread::callback(Thread *p_self, const Settings &p_settings, Callback p_callback, void *p_userdata) {
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Thread::caller_id = p_self->id;
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if (set_priority_func) {
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set_priority_func(p_settings.priority);
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}
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if (init_func) {
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init_func();
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}
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ScriptServer::thread_enter(); //scripts may need to attach a stack
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p_callback(p_userdata);
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ScriptServer::thread_exit();
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if (term_func) {
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term_func();
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}
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}
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void Thread::start(Thread::Callback p_callback, void *p_user, const Settings &p_settings) {
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if (id != 0) {
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#ifdef DEBUG_ENABLED
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WARN_PRINT("A Thread object has been re-started without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.");
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#endif
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thread.detach();
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std::thread empty_thread;
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thread.swap(empty_thread);
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}
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id = atomic_increment(&last_thread_id);
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std::thread new_thread(&Thread::callback, this, p_settings, p_callback, p_user);
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thread.swap(new_thread);
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}
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bool Thread::is_started() const {
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return id != 0;
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}
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void Thread::wait_to_finish() {
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if (id != 0) {
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thread.join();
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std::thread empty_thread;
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thread.swap(empty_thread);
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id = 0;
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}
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}
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Error Thread::set_name(const String &p_name) {
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if (set_name_func) {
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return set_name_func(p_name);
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}
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return ERR_UNAVAILABLE;
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}
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Thread::~Thread() {
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if (id != 0) {
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#ifdef DEBUG_ENABLED
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WARN_PRINT("A Thread object has been destroyed without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.");
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#endif
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thread.detach();
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}
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}
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#endif
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