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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
112 lines
4.2 KiB
C++
112 lines
4.2 KiB
C++
/**************************************************************************/
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/* thread.h */
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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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// Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
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// 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
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#include "platform_thread.h"
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#else
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#ifndef THREAD_H
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#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>
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class String;
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class Thread {
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public:
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typedef void (*Callback)(void *p_userdata);
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typedef uint64_t ID;
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enum Priority {
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PRIORITY_LOW,
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PRIORITY_NORMAL,
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PRIORITY_HIGH
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};
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struct Settings {
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Priority priority;
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Settings() { priority = PRIORITY_NORMAL; }
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};
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struct PlatformFunctions {
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Error (*set_name)(const String &) = nullptr;
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void (*set_priority)(Thread::Priority) = nullptr;
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void (*init)() = nullptr;
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void (*wrapper)(Thread::Callback, void *) = nullptr;
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void (*term)() = nullptr;
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};
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private:
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friend class Main;
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static ID main_thread_id;
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static uint64_t _thread_id_hash(const std::thread::id &p_t);
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ID id = _thread_id_hash(std::thread::id());
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static thread_local ID caller_id;
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std::thread thread;
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static void callback(Thread *p_self, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata);
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static PlatformFunctions platform_functions;
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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; }
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// get the ID of the caller thread
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_FORCE_INLINE_ static ID get_caller_id() { 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_thread_id; }
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static Error set_name(const String &p_name);
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void start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings());
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bool is_started() const;
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///< waits until thread is finished, and deallocates it.
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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
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