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111 lines
4.6 KiB
C++
111 lines
4.6 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "platform_config.h"
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#ifndef PLATFORM_THREAD_OVERRIDE // See details in thread.h
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#include "thread.h"
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#include "core/object/script_language.h"
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#include "core/templates/safe_refcount.h"
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Thread::PlatformFunctions Thread::platform_functions;
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SafeNumeric<uint64_t> Thread::id_counter(1); // The first value after .increment() is 2, hence by default the main thread ID should be 1.
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thread_local Thread::ID Thread::caller_id = Thread::UNASSIGNED_ID;
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void Thread::_set_platform_functions(const PlatformFunctions &p_functions) {
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platform_functions = p_functions;
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}
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void Thread::callback(ID p_caller_id, const Settings &p_settings, Callback p_callback, void *p_userdata) {
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Thread::caller_id = p_caller_id;
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if (platform_functions.set_priority) {
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platform_functions.set_priority(p_settings.priority);
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}
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if (platform_functions.init) {
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platform_functions.init();
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}
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ScriptServer::thread_enter(); // Scripts may need to attach a stack.
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if (platform_functions.wrapper) {
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platform_functions.wrapper(p_callback, p_userdata);
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} else {
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p_callback(p_userdata);
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}
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ScriptServer::thread_exit();
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if (platform_functions.term) {
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platform_functions.term();
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}
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}
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Thread::ID Thread::start(Thread::Callback p_callback, void *p_user, const Settings &p_settings) {
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ERR_FAIL_COND_V_MSG(id != UNASSIGNED_ID, UNASSIGNED_ID, "A Thread object has been re-started without wait_to_finish() having been called on it.");
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id = id_counter.increment();
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thread = THREADING_NAMESPACE::thread(&Thread::callback, id, p_settings, p_callback, p_user);
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return id;
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}
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bool Thread::is_started() const {
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return id != UNASSIGNED_ID;
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}
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void Thread::wait_to_finish() {
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ERR_FAIL_COND_MSG(id == UNASSIGNED_ID, "Attempt of waiting to finish on a thread that was never started.");
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ERR_FAIL_COND_MSG(id == get_caller_id(), "Threads can't wait to finish on themselves, another thread must wait.");
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thread.join();
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thread = THREADING_NAMESPACE::thread();
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id = UNASSIGNED_ID;
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}
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Error Thread::set_name(const String &p_name) {
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if (platform_functions.set_name) {
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return platform_functions.set_name(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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}
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Thread::~Thread() {
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if (id != UNASSIGNED_ID) {
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#ifdef DEBUG_ENABLED
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WARN_PRINT(
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"A Thread object is being destroyed without its completion having been realized.\n"
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"Please call wait_to_finish() on it to ensure correct cleanup.");
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#endif
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thread.detach();
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}
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}
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#endif // PLATFORM_THREAD_OVERRIDE
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