Kawe Mazidjatari b3a68ed095 Add EABase, EAThread and DirtySDK to R5sdk
DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
2024-04-05 18:29:03 +02:00

833 lines
42 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// eathread.h
//
// Created by Paul Pedriana, Maxis
//
// Provides some base global definitions for the EA::Thread library.
//
// Design
// Many of the design criteria for EA::Thread is based on the design of the
// Posix threading standard. The Posix threading standard is designed to
// work portably on a wide range of operating systems and hardware, including
// embedded systems and realtime environments. As such, Posix threads generally
// represent a competent model to follow where possible. Windows and various
// other platforms have independent multi-threading systems which are taken
// into account here as well. If something exists in Windows but doesn't
// exist here (e.g. Thread suspend/resume), there is a decent chance that it
// is by design and for some good reason.
//
// C++
// There are a number of C++ libraries devoted to multithreading. Usually the
// goal of these libraries is provide a platform independent interface which
// simplifies the most common usage patterns and helps prevent common errors.
// Some of these libraries are basic wrappers around existing C APIs while
// others provide a new and different paradigm. We take the former approach
// here, as it is provides more or less the same functionality but provides
// it in a straightforward way that is easily approached by those familiar
// with platform-specific APIs. This approach has been referred to as the
// "Wrapper Facade Pattern".
//
// Condition Variables
// Posix condition variables are implemented via the Condition class. Condition
// is essentially the Java and C# name for Posix' condition variables. For some
// people, a condition variable may seem similar to a Win32 Signal. In actuality
// they are similar but there is one critical difference: a Signal does not
// atomically unlock a mutex as part of the signaling process. This results in
// problematic race conditions that make reliable producer/consumer systems
// impossible to implement.
//
// Signals
// As of this writing, there isn't a Win32-like Signal class. The reason for this
// is that Semaphore does most or all the duty that Signal does and is a little
// more portable, given that Signals exist only on Win32 and not elsewhere.
//
// Timeouts
// Timeouts are specified as absolute times and not relative times. This may
// not be how Win32 threading works but it is what's proper and is how Posix
// threading works. From the OpenGroup online pthread documentation on this:
// An absolute time measure was chosen for specifying the
// timeout parameter for two reasons. First, a relative time
// measure can be easily implemented on top of a function
// that specifies absolute time, but there is a race
// condition associated with specifying an absolute timeout
// on top of a function that specifies relative timeouts.
// For example, assume that clock_gettime() returns the
// current time and cond_relative_timed_wait() uses relative
// timeouts:
// clock_gettime(CLOCK_REALTIME, &now);
// reltime = sleep_til_this_absolute_time - now;
// cond_relative_timed_wait(c, m, &reltime);
// If the thread is preempted between the first statement and
// the last statement, the thread blocks for too long. Blocking,
// however, is irrelevant if an absolute timeout is used.
// An absolute timeout also need not be recomputed if it is used
// multiple times in a loop, such as that enclosing a condition wait.
// For cases when the system clock is advanced discontinuously by
// an operator, it is expected that implementations process any
// timed wait expiring at an intervening time as if that time had
// actually occurred.
//
// General Threads
// For detailed information about threads, it is recommended that you read
// various competent sources of information about multithreading and
// multiprocessing.
// Programming with POSIX(R) Threads, by David R. Butenhof
// http://www.opengroup.org/onlinepubs/007904975/basedefs/pthread.h.html
// usenet: comp.programming.threads
// http://www.openmp.org/index.cgi?faq
// http://www.lambdacs.com/cpt/MFAQ.html
// http://www.lambdacs.com/cpt/FAQ.html
// http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dllproc/base/processes_and_threads.asp
//
/////////////////////////////////////////////////////////////////////////////
#ifndef EATHREAD_EATHREAD_H
#define EATHREAD_EATHREAD_H
#include <eathread/internal/config.h>
#if !EA_THREADS_AVAILABLE
// Do nothing
#elif EA_USE_CPP11_CONCURRENCY
EA_DISABLE_VC_WARNING(4265 4365 4836 4571 4625 4626 4628 4193 4127 4548 4574 4946 4350)
#include <chrono>
#include <thread>
EA_RESTORE_VC_WARNING()
#elif defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE
#include <pthread.h>
#if defined(EA_HAVE_DINKUMWARE_CPP_LIBRARY) // Dinkumware doesn't usually provide gettimeofday or <sys/types.h>
#include <time.h> // clock_gettime
#elif defined(EA_PLATFORM_UNIX)
#include <sys/time.h> // gettimeofday
#endif
#endif
#if defined(EA_PLATFORM_APPLE)
#include <mach/mach_types.h>
#endif
#if defined(EA_PLATFORM_SONY)
#include "sdk_version.h"
#include <kernel.h>
#endif
#include <limits.h>
#include <float.h>
#if defined(EA_PRAGMA_ONCE_SUPPORTED)
#pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result.
#endif
///////////////////////////////////////////////////////////////////////////////
// EA_THREAD_PREEMPTIVE / EA_THREAD_COOPERATIVE
//
// Defined or not defined.
//
// EA_THREAD_COOPERATIVE means that threads are not time-sliced by the
// operating system. If there exist multiple threads of the same priority
// then they will need to wait, sleep, or yield in order for the others
// to get time. See enum Scheduling and EATHREAD_SCHED for more info.
//
// EA_THREAD_PREEMPTIVE means that threads are time-sliced by the operating
// system at runtime. If there exist multiple threads of the same priority
// then the operating system will split execution time between them.
// See enum Scheduling and EATHREAD_SCHED for more info.
//
#if !EA_THREADS_AVAILABLE
#define EA_THREAD_COOPERATIVE
#else
#define EA_THREAD_PREEMPTIVE
#endif
/// namespace EA
///
/// This is the standard Electronic Arts C++ namespace.
///
namespace EA
{
namespace Allocator
{
class ICoreAllocator;
}
/// namespace Thread
///
/// This is the standard Electronic Arts Thread C++ namespace.
///
namespace Thread
{
/// Scheduling
/// Defines scheduling types supported by the given platform.
/// These are defined in detail by the Posix standard, with the
/// exception of Coop, which is added here. FIFO scheduling
/// is the most classic for game development, as it allows for
/// thread priorities and well-behaved synchronization primitives,
/// but it doesn't do time-slicing. The problem with time slicing
/// is that threads are pre-empted in the middle of work and this
/// hurts execution performance and cache performance.
///
enum Scheduling
{
kSchedulingFIFO = 1, /// There is no automatic time-slicing; thread priorities control execution and context switches.
kSchedulingRR = 2, /// Same as FIFO but is periodic time-slicing.
kSchedulingSporadic = 4, /// Complex scheduling control. See the Posix standard.
kSchedulingTS = 8, /// a.k.a. SCHED_OTHER. Usually same as FIFO or RR except that thread priorities and execution can be temporarily modified.
kSchedulingCoop = 16 /// The user must control thread scheduling beyond the use of synchronization primitives.
};
#if defined(EA_PLATFORM_UNIX)
#define EATHREAD_SCHED kSchedulingFIFO
#elif defined(EA_PLATFORM_MICROSOFT)
#define EATHREAD_SCHED kSchedulingRR
#else
#define EATHREAD_SCHED kSchedulingFIFO
#endif
// EATHREAD_MULTIPROCESSING_OS
//
// Defined as 0 or 1.
// Indicates whether the OS supports multiple concurrent processes, which may be in
// addition to supporting multiple threads within a process.
// Some platforms support multiple concurrently loaded processes but don't support
// running these processes concurrently. We don't currently count this as a
// multiprocessing OS.
#ifndef EATHREAD_MULTIPROCESSING_OS
#if defined(EA_PLATFORM_WINDOWS) || defined(EA_PLATFORM_UNIX)
#define EATHREAD_MULTIPROCESSING_OS 1
#else
#define EATHREAD_MULTIPROCESSING_OS 0
#endif
#endif
// EATHREAD_OTHER_THREAD_NAMING_SUPPORTED
//
// Defined as 0 or 1.
// Indicates whether the OS supports setting the thread name from a different
// thread (set to 1) or if the name can be set only from the curren thread (set to 0)
#ifndef EATHREAD_OTHER_THREAD_NAMING_SUPPORTED
#if defined(EA_PLATFORM_LINUX) || defined(EA_PLATFORM_APPLE)
#define EATHREAD_OTHER_THREAD_NAMING_SUPPORTED 0
#else
#define EATHREAD_OTHER_THREAD_NAMING_SUPPORTED 1
#endif
#endif
// Uint / Int
// Defines a machine-word sized integer, useful for operations that are as efficient
// as possible on the given machine. Note that the C99 intfastNN_t types aren't sufficient,
// as they are defined by compilers in an undesirable way for the processors we work with.
#if !defined(EA_PLATFORM_WORD_SIZE) || (EA_PLATFORM_WORD_SIZE == 4)
typedef uint32_t Uint;
typedef int32_t Int;
#else
typedef uint64_t Uint;
typedef int64_t Int;
#endif
/// ThreadId
/// Uniquely identifies a thread throughout the system and is used by the EAThread API
/// to identify threads in a way equal to system provided thread ids. A ThreadId is the
/// same as a system thread id and can be used in direct system threading API calls.
#if !EA_THREADS_AVAILABLE
typedef int ThreadId;
#elif EA_USE_CPP11_CONCURRENCY
typedef std::thread::id ThreadId;
#elif defined(EA_PLATFORM_SONY)
typedef uint64_t ThreadId;
#elif defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE
typedef pthread_t ThreadId;
#elif defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
typedef void* ThreadId; // This is really HANDLE, but HANDLE is the same as void* and we can avoid an expensive #include here.
#else
typedef int ThreadId;
#endif
// ThreadId constants
#if EA_USE_CPP11_CONCURRENCY
const ThreadId kThreadIdInvalid = ThreadId(); /// Special ThreadId indicating an invalid thread identifier.
#else
const ThreadId kThreadIdInvalid = ThreadId(0); /// Special ThreadId indicating an invalid thread identifier.
const ThreadId kThreadIdCurrent = ThreadId(INT_MAX); /// Special ThreadId indicating the current thread.
const ThreadId kThreadIdAny = ThreadId(INT_MAX - 1); /// Special ThreadId indicating no thread in particular.
#endif
/// SysThreadId
/// It turns out that Microsoft operating systems (Windows, XBox, XBox 360)
/// have two different ways to identify a thread: HANDLE and DWORD. Some API
/// functions take thread HANDLES, while others take what Microsoft calls
/// thread ids (DWORDs). EAThread ThreadId is a HANDLE, as that is used for
/// more of the core threading APIs. However, some OS-level APIs accept instead
/// the DWORD thread id.
#if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE && !EA_USE_CPP11_CONCURRENCY
typedef uint32_t SysThreadId;
const SysThreadId kSysThreadIdInvalid = SysThreadId(0); /// Special SysThreadId indicating an invalid thread identifier.
#elif defined(EA_PLATFORM_SONY)
typedef ScePthread SysThreadId;
const SysThreadId kSysThreadIdInvalid = { 0 }; /// Special SysThreadId indicating an invalid thread identifier.
#elif defined(EA_PLATFORM_APPLE)
typedef thread_act_t SysThreadId; // thread_act_t is useful for calling mach APIs such as thread_policy_set() with.
const SysThreadId kSysThreadIdInvalid = SysThreadId(0); /// Special SysThreadId indicating an invalid thread identifier.
#elif EA_USE_CPP11_CONCURRENCY
typedef std::thread::native_handle_type SysThreadId;
const SysThreadId kSysThreadIdInvalid = { 0 }; /// Special SysThreadId indicating an invalid thread identifier.
// For MSVC, native_handle_type is not a primitive type so we define operator== and operator!= for convenience.
// We use an auto converting proxy type for comparisons to avoid errors when native_handle_type is a built in type.
bool Equals(const SysThreadId& a, const SysThreadId& b);
struct SysThreadIdProxy
{
SysThreadIdProxy(const SysThreadId& id_) : id(id_) {}
SysThreadId id;
};
inline bool operator==(const SysThreadId& lhs, const SysThreadIdProxy& rhs) { return Equals(lhs, rhs.id); }
inline bool operator!=(const SysThreadId& lhs, const SysThreadIdProxy& rhs) { return !Equals(lhs, rhs.id); }
#else
typedef ThreadId SysThreadId;
const SysThreadId kSysThreadIdInvalid = SysThreadId(0); /// Special SysThreadId indicating an invalid thread identifier.
#endif
/// ThreadUniqueId
/// Uniquely identifies a thread throughout the system, but in a way that is not
/// necessarily compatible with system thread id identification. Sometimes it is
/// costly to work with system thread ids whereas all you want is some integer
/// that is unique between threads and you don't need to use it for system calls.
/// See the EAThreadGetUniqueId macro/function for usage.
typedef Uint ThreadUniqueId;
// ThreadUniqueId constants
const ThreadUniqueId kThreadUniqueIdInvalid = 0; /// Special ThreadUniqueId indicating an invalid thread identifier.
// Time constants
// Milliseconds are the units of time in EAThread. While every generation of computers
// results in faster computers and thus milliseconds become an increasingly large number
// compared to the computer speed, computer multithreading is still largely done at the
// millisecond level, due to it still being a small value relative to human perception.
// We may reconsider this some time in the future and provide an option to have ThreadTime
// be specified in finer units, such as microseconds.
#if EA_USE_CPP11_CONCURRENCY
typedef std::chrono::milliseconds::rep ThreadTime; /// Current storage mechanism for time used by thread timeout functions. Units are milliseconds.
const ThreadTime kTimeoutImmediate = std::chrono::milliseconds::zero().count();/// Used to specify to functions to return immediately if the operation could not be done.
const ThreadTime kTimeoutNone = std::chrono::milliseconds::max().count(); /// Used to specify to functions to block without a timeout (i.e. block forever).
const ThreadTime kTimeoutYield = std::chrono::milliseconds::zero().count(); /// This is used with ThreadSleep to minimally yield to threads of equivalent priority.
#define EA_THREADTIME_AS_INT64(t) ((int64_t)(t))
#define EA_THREADTIME_AS_DOUBLE(t) ((double)(t))
#elif defined(EA_PLATFORM_SONY) && EA_THREADS_AVAILABLE
typedef double ThreadTime; // SceKernelUseconds maps to unsigned int
static_assert(sizeof(ThreadTime) >= sizeof(unsigned int), "ThreadTime not large enough for uint32_t representation of milliseconds for platform portablity");
const ThreadTime kTimeoutImmediate = 0;
const ThreadTime kTimeoutNone = DBL_MAX;
const ThreadTime kTimeoutYield = 0.000001; // 1 nanosecond in terms of a millisecond
#define EA_THREADTIME_AS_UINT_MICROSECONDS(t) ((unsigned int)((t) * 1000.0)) /// Returns the milliseconds time as uint in microseconds.
#define EA_THREADTIME_AS_INT64(t) ((int64_t)(t)) /// Returns the unconverted milliseconds time as a int64_t.
#define EA_THREADTIME_AS_DOUBLE(t) (t) /// Returns the time as double milliseconds. May include a fraction component.
#define EA_TIMESPEC_AS_UINT(t) ((unsigned int)(((t).tv_sec * 1000) + ((t).tv_nsec / 1000000))) /// Returns the time as uint in milliseconds.
#define EA_TIMESPEC_AS_DOUBLE_IN_MS(t) ( (((t).tv_sec * 1000000000ull) + ((t).tv_nsec))/1000000.0) /// Returns the time as uint in milliseconds.
#elif (defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE) && EA_THREADS_AVAILABLE
struct ThreadTime : public timespec
{
typedef int seconds_t; // To consider: change to uint64_t or maybe long.
typedef int nseconds_t;
ThreadTime() { tv_sec = 0; tv_nsec = 0; }
ThreadTime(const timespec& ts) { tv_sec = ts.tv_sec; tv_nsec = ts.tv_nsec; }
ThreadTime(seconds_t nSeconds, nseconds_t nNanoseconds) { tv_sec = (long)nSeconds; tv_nsec = (long)nNanoseconds; }
ThreadTime(const int64_t& nMilliseconds) { tv_sec = (long)(nMilliseconds / 1000); tv_nsec = (long)((nMilliseconds - (tv_sec * 1000)) * 1000000); }
ThreadTime& operator+=(const int64_t& nMilliseconds) { long lTemp((long)nMilliseconds / 1000); tv_sec += lTemp; tv_nsec += (long)((nMilliseconds - (lTemp * 1000)) * 1000000); if(tv_nsec >= 1000000000){ tv_sec++; tv_nsec -= 1000000000; } return *this; }
ThreadTime& operator-=(const int64_t& nMilliseconds) { long lTemp((long)nMilliseconds / 1000); tv_sec -= lTemp; tv_nsec -= (long)((nMilliseconds - (lTemp * 1000)) * 1000000); if(tv_nsec < 0) { tv_sec--; tv_nsec += 1000000000; } return *this; }
ThreadTime& operator+=(const ThreadTime& tt) { tv_sec += tt.tv_sec; tv_nsec += tt.tv_nsec; if(tv_nsec >= 1000000000){ tv_sec++; tv_nsec -= 1000000000; } return *this; }
ThreadTime& operator-=(const ThreadTime& tt) { tv_sec -= tt.tv_sec; tv_nsec -= tt.tv_nsec; if(tv_nsec < 0) { tv_sec--; tv_nsec += 1000000000; } return *this; }
};
inline ThreadTime operator+ (const ThreadTime& tt1, const ThreadTime& tt2) { ThreadTime ttR(tt1); ttR += tt2; return ttR; }
inline ThreadTime operator+ (const ThreadTime& tt, const int64_t& nMilliseconds){ ThreadTime ttR(tt); ttR += nMilliseconds; return ttR; }
inline ThreadTime operator- (const ThreadTime& tt1, const ThreadTime& tt2) { ThreadTime ttR(tt1); ttR -= tt2; return ttR; }
inline ThreadTime operator- (const ThreadTime& tt, const int64_t& nMilliseconds){ ThreadTime ttR(tt); ttR -= nMilliseconds; return ttR; }
inline bool operator==(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_nsec == tt2.tv_nsec) && (tt1.tv_sec == tt2.tv_sec); } // These comparisons assume that the nsec value is normalized (always between 0 && 1000000000).
inline bool operator!=(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_nsec != tt2.tv_nsec) || (tt1.tv_sec != tt2.tv_sec); }
inline bool operator< (const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec < tt2.tv_nsec) : (tt1.tv_sec < tt2.tv_sec); }
inline bool operator> (const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec > tt2.tv_nsec) : (tt1.tv_sec > tt2.tv_sec); }
inline bool operator<=(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec <= tt2.tv_nsec) : (tt1.tv_sec <= tt2.tv_sec); }
inline bool operator>=(const ThreadTime& tt1, const ThreadTime& tt2) { return (tt1.tv_sec == tt2.tv_sec) ? (tt1.tv_nsec >= tt2.tv_nsec) : (tt1.tv_sec >= tt2.tv_sec); }
const ThreadTime kTimeoutImmediate(0, 0); /// Used to specify to functions to return immediately if the operation could not be done.
const ThreadTime kTimeoutNone(INT_MAX, INT_MAX); /// Used to specify to functions to block without a timeout (i.e. block forever).
const ThreadTime kTimeoutYield(0, 0); /// Used to specify to ThreadSleep to yield to threads of equivalent priority.
#define EA_THREADTIME_AS_INT64(t) ((int64_t)(((t).tv_sec * 1000) + ((t).tv_nsec / 1000000))) /// Returns the time as int64_t milliseconds.
#define EA_THREADTIME_AS_INT64_MICROSECONDS(t) ((int64_t)(((t).tv_sec * 1000000) + (((t).tv_nsec / 1000)))) /// Returns the time as int64_t microseconds.
#define EA_THREADTIME_AS_DOUBLE(t) (((t).tv_sec * 1000.0) + ((t).tv_nsec / 1000000.0)) /// Returns the time as double milliseconds.
#elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64)
typedef uint64_t ThreadTime; /// Current storage mechanism for time used by thread timeout functions. Units are milliseconds.
const ThreadTime kTimeoutImmediate = 0; /// Used to specify to functions to return immediately if the operation could not be done.
const ThreadTime kTimeoutNone = UINT64_MAX; /// Used to specify to functions to block without a timeout (i.e. block forever).
const ThreadTime kTimeoutYield = 0; /// This is used with ThreadSleep to minimally yield to threads of equivalent priority.
#define EA_THREADTIME_AS_INT64(t) ((int64_t)(t))
#define EA_THREADTIME_AS_DOUBLE(t) ((double)(t))
#else
typedef unsigned ThreadTime; /// Current storage mechanism for time used by thread timeout functions. Units are milliseconds.
const ThreadTime kTimeoutImmediate = 0; /// Used to specify to functions to return immediately if the operation could not be done.
const ThreadTime kTimeoutNone = UINT_MAX; /// Used to specify to functions to block without a timeout (i.e. block forever).
const ThreadTime kTimeoutYield = 0; /// This is used with ThreadSleep to minimally yield to threads of equivalent priority.
#define EA_THREADTIME_AS_INT64(t) ((int64_t)(t))
#define EA_THREADTIME_AS_DOUBLE(t) ((double)(t))
#endif
#if defined(EA_PLATFORM_MICROSOFT) /// Can be removed from C++11 Concurrency builds once full C++11 implementation is completed
uint32_t RelativeTimeoutFromAbsoluteTimeout(ThreadTime absoluteTimeout);
#endif
// Thread priority constants
// There is a standardized mechanism to convert system-specific thread
// priorities to these platform-independent priorities and back without
// loss of precision or behaviour. The convention is that kThreadPriorityDefault
// equates to the system-specific normal thread priority. Thus for Microsoft
// APIs a thread with priority kThreadPriorityDefault will be of Microsoft
// priority THREAD_PRIORITY_NORMAL. A thread with an EAThread priority
// of kThreadPriorityDefault + 1 will have a Microsoft priority of THREAD_PRIORITY_NORMAL + 1.
// The only difference is that with EAThread all platforms are standardized on
// kThreadPriorityDefault as the normal value and that higher EAThread priority
// integral values mean higher thread priorities for running threads. This last
// item is of significance because Sony platforms natively define lower integers
// to mean higher thread priorities. With EAThread you get consistent behaviour
// across platforms and thus kThreadPriorityDefault + 1 always results in a
// thread that runs at priority of one level higher. On Sony platforms, this + 1
// gets translated to a - 1 when calling the Sony native thread priority API.
// EAThread priorities have no mandated integral bounds, though
// kThreadPriorityMin and kThreadPriorityMax are defined as convenient practical
// endpoints for users. Users should not generally use hard-coded constants to
// refer to EAThread priorities much like it's best not to use hard-coded
// constants to refer to platform-specific native thread priorities. Also, users
// generally want to avoid manipulating thread priorities to the extent possible
// and use conventional synchronization primitives to control execution.
// Similarly, wildly varying thread priorities such as +100 are not likely to
// achieve much and are not likely to be very portable.
//
const int kThreadPriorityUnknown = INT_MIN; /// Invalid or unknown priority.
const int kThreadPriorityMin = -128; /// Minimum thread priority enumerated by EAThread. In practice, a valid thread priority can be anything other than kThreadPriorityUnknown.
const int kThreadPriorityDefault = 0; /// Default (a.k.a. normal) thread priority.
const int kThreadPriorityMax = 127; /// Maximum thread priority enumerated by EAThread. In practice, a valid thread priority can be anything other than kThreadPriorityUnknown.
/// kSysThreadPriorityDefault
/// Defines the platform-specific default thread priority.
#if defined(EA_PLATFORM_SONY)
const int kSysThreadPriorityDefault = 700;
#elif defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE
const int kSysThreadPriorityDefault = 0; // Some Unix variants use values other than zero, but these are not relevant.
#elif defined(EA_PLATFORM_MICROSOFT)
const int kSysThreadPriorityDefault = 0; // Same as THREAD_PRIORITY_NORMAL
#else
const int kSysThreadPriorityDefault = 0;
#endif
// The following functions are standalone and not static members of the thread class
// because they are potentially used by multiple threading primitives and we don't
// want to create a dependency of threading primitives on class Thread.
/// GetThreadId
/// Gets the thread ID for the current thread. This thread ID should
/// be unique throughout the system.
EATHREADLIB_API ThreadId GetThreadId();
/// GetSysThreadId
/// Gets the operating system thread id associated with the given ThreadId.
/// It turns out that Microsoft operating systems (Windows, XBox, XBox 360)
/// have two different ways to identify a thread: HANDLE and DWORD. Some API
/// functions take thread HANDLES, while others take what Microsoft calls
/// thread ids (DWORDs). EAThread ThreadId is a HANDLE, as that is used for
/// more of the core threading APIs. However, some OS-level APIs accept instead
/// the DWORD thread id. This function returns the OS thread id for a given
/// EAThread ThreadId. In the case of Microsoft OSs, this returns a DWORD from
/// a HANDLE and with other OSs this function simply returns the ThreadId.
/// Returns a valid SysThreadId or kSysThreadIdInvalid if the input id is invalid.
EATHREADLIB_API SysThreadId GetSysThreadId(ThreadId id);
/// GetThreadId
///
/// This is a portable function to convert between ThreadId's and SysThreadId's.
/// For platforms that do not differentiate between these two types no conversion is attempted.
EATHREADLIB_API ThreadId GetThreadId(SysThreadId id);
/// GetSysThreadId
/// Gets the SysThreadId for the current thread. This thread ID should
/// be unique throughout the system.
EATHREADLIB_API SysThreadId GetSysThreadId();
/// GetThreadPriority
/// Gets the priority of the current thread.
/// This function can return any int except for kThreadPriorityUnknown, as the
/// current thread's priority will always be knowable. A return value of kThreadPriorityDefault
/// means that this thread is of normal (a.k.a. default) priority.
/// See the documentation for thread priority constants (e.g. kThreadPriorityDefault)
/// for more information about thread priority values and behaviour.
EATHREADLIB_API int GetThreadPriority();
/// SetThreadPriority
/// Sets the priority of the current thread.
/// Accepts any integer priority value except kThreadPriorityUnknown.
/// On some platforms, this function will automatically convert any invalid
/// priority for that particular platform to a valid one. A normal (a.k.a. default) thread
/// priority is identified by kThreadPriorityDefault.
/// See the documentation for thread priority constants (e.g. kThreadPriorityDefault)
/// for more information about thread priority values and behaviour.
EATHREADLIB_API bool SetThreadPriority(int nPriority);
/// GetThreadStackBase
/// Returns the base address of the current thread's stack.
/// Recall that on all supported platforms that the stack grows downward
/// and thus that the stack base address is of a higher value than the
/// stack's contents.
EATHREADLIB_API void* GetThreadStackBase();
// Thread processor constants
const int kProcessorDefault = -1; /// Use the default processor for the platform. On many platforms, the default is to not be tied to any specific processor, but other threads can only ever be bound to a single processor.
const int kProcessorAny = -2; /// Run the thread on any processor. Many platforms will switch threads between processors dynamically.
/// SetThreadProcessor
/// Sets the processor the current thread should run on. Valid values
/// are kThreadProcessorDefault, kThreadProcessorAny, or a processor
/// index in the range of [0, processor count). If the input value
/// is >= the processor count, it will be reduced to be a modulo of
/// the processor count. Any other invalid value will cause the processor
/// to be set to zero.
/// This function isn't guaranteed to restrict the thread from executing
/// on the given processor for all platforms. Some platforms don't support
/// assigning thread processor affinity, while with others (e.g. Windows using
/// SetThreadIdealProcessor) the OS tries to comply but will use a different
/// processor when the assigned one is unavailable.
EATHREADLIB_API void SetThreadProcessor(int nProcessor);
/// GetThreadProcessor
/// Returns the (possibly virtual) CPU index that the thread is currently
/// running on. Different systems may have differing definitions of what
/// a unique processor is. Some CPUs have multiple sub-CPUs (e.g. "cores")
/// which are treated as unique processors by the system.
/// Many systems switch threads between processors dynamically; thus it's
/// possible that the thread may be on a different CPU by the time this
/// function returns.
/// Lastly, some systems don't provide the ability to detect what processor
/// the current thread is running on; in these cases this function returns 0.
EATHREADLIB_API int GetThreadProcessor();
/// GetProcessorCount
/// Returns the (possibly virtual) CPU count that the current system has.
/// Some systems (e.g. Posix, Unix) don't expose an ability to tell how
/// many processors there are; in these cases this function returns 1.
/// This function returns the number of currently active processors.
/// Some systems can modify the number of active processors dynamically.
EATHREADLIB_API int GetProcessorCount();
/// kThreadAffinityMaskAny
/// Defines the thread affinity mask that enables the thread
/// to float on all available processors.
typedef uint64_t ThreadAffinityMask;
const ThreadAffinityMask kThreadAffinityMaskAny = ~0ULL;
/// GetAvailableCpuAffinityMask
/// Returns the thread affinity mask with only the available
/// processors.
/// If a theoretical platform reserves core 7 (counting from 0) in an
/// 8 core system, the affinity mask would be 0x7f.
EATHREADLIB_API ThreadAffinityMask GetAvailableCpuAffinityMask();
/// SetThreadAffinityMask
///
/// The nAffinityMask is a bit field where each bit designates a processor.
///
/// This function isn't guaranteed to restrict the thread from executing
/// on the given processor for all platforms. Some platforms don't support
/// assigning thread processor affinity, while with others (e.g. Windows using
/// SetThreadIdealProcessor) the OS tries to comply but will use a different
/// processor when the assigned one is unavailable.
EATHREADLIB_API void SetThreadAffinityMask(ThreadAffinityMask nAffinityMask);
EATHREADLIB_API void SetThreadAffinityMask(const EA::Thread::ThreadId& id, ThreadAffinityMask nAffinityMask);
/// GetThreadAffinityMask
///
/// Returns the current thread affinity mask specified by the user.
EATHREADLIB_API ThreadAffinityMask GetThreadAffinityMask();
EATHREADLIB_API ThreadAffinityMask GetThreadAffinityMask(const EA::Thread::ThreadId& id);
/// GetName
/// Returns the name of the thread assigned by the SetName function.
/// If the thread was not named by the SetName function, then the name is empty ("").
EATHREADLIB_API const char* GetThreadName();
EATHREADLIB_API const char* GetThreadName(const EA::Thread::ThreadId& id);
/// SetThreadName
///
/// Sets a descriptive name or the thread. On some platforms this name is passed on
/// to the debugging tools so they can see this name. The name length, including a
/// terminating 0 char, is limited to EATHREAD_NAME_SIZE characters. Any characters
/// beyond that are ignored.
///
/// You can set the name of a Thread object only if it has already begun. You can
/// also set the name with the Begin function via the ThreadParameters argument to
/// Begin. This design is in order to simplify the implementation, but being able
/// to set ThreadParameters before Begin is something that can be considered in the
/// future.
///
/// Some platforms (e.g. Linux) have the restriction that this function works
/// properly only when called by the same thread that you want to name. Given this
/// situation, the most portable way to use this SetName function is to either
/// always call it from the thread to be named or to use the ThreadParameters to
/// give the thread a name before it is started and let the started thread name
/// itself.
//
//
//
EATHREADLIB_API void SetThreadName(const char* pName);
EATHREADLIB_API void SetThreadName(const EA::Thread::ThreadId& id, const char* pName);
/// ThreadSleep
/// Puts the current thread to sleep for an amount of time hinted at
/// by the time argument. The timeout is merely a hint and the system
/// thread scheduler might return well before the sleep time has elapsed.
/// The input 'timeRelative' refers to a relative time and not an
/// absolute time such as used by EAThread mutexes, semaphores, etc.
/// This is for consistency with other threading systems such as Posix and Win32.
/// A sleep time of zero has the same effect as simply yielding to other
/// available threads.
///
EATHREADLIB_API void ThreadSleep(const ThreadTime& timeRelative = kTimeoutImmediate);
/// ThreadCooperativeYield
/// On platforms that use cooperative multithreading instead of
/// pre-emptive multithreading, this function maps to ThreadSleep(0).
/// On pre-emptive platforms, this function is a no-op. The intention
/// is to allow cooperative multithreaded systems to yield manually
/// in order for other threads to run, but also not to penalize
/// pre-emptive systems that don't need such manual yielding. If you
/// want to forcefully yield on a pre-emptive system, call ThreadSleep(0).
#ifdef EA_THREAD_COOPERATIVE
#define ThreadCooperativeYield() EA::Thread::ThreadSleep(EA::Thread::kTimeoutYield)
#else
#define ThreadCooperativeYield()
#endif
/// End
/// This function provides a way for a thread to end itself.
EATHREADLIB_API void ThreadEnd(intptr_t threadReturnValue);
/// GetThreadTime
/// Gets the current absolute time in milliseconds.
/// This is required for working with absolute timeouts, for example.
/// To specify a timeout that is relative to the current time, simply
/// add time (in milliseconds) to the return value of GetThreadTime.
/// Alternatively, you can use ConvertRelativeTime to calculate an absolute time.
EATHREADLIB_API ThreadTime GetThreadTime();
/// ConvertRelativeTime
/// Given a relative time (in milliseconds), this function returns an
/// absolute time (in milliseconds).
/// Example usage:
/// mutex.Lock(ConvertRelativeTime(1000));
EATHREADLIB_API inline ThreadTime ConvertRelativeTime(const ThreadTime& timeRelative)
{
return GetThreadTime() + timeRelative;
}
/// SetAssertionFailureFunction
/// Allows the user to specify a callback function to trap assertion failures.
/// You can use this to glue your own assertion system into this system.
typedef void (*AssertionFailureFunction)(const char* pExpression, void* pContext);
EATHREADLIB_API void SetAssertionFailureFunction(AssertionFailureFunction pAssertionFailureFunction, void* pContext);
/// AssertionFailure
/// Triggers an assertion failure. This function is generally intended for internal
/// use but is available so that related code can use the same system.
EATHREADLIB_API void AssertionFailure(const char* pExpression);
EATHREADLIB_API void AssertionFailureV(const char* pFormat, ...);
/// Allocator
/// This is the same as (the first four functions of) ICoreAllocator.
/// If the allocator is set via SetAllocator, then it must be done before
/// any other thread operations which might allocate memory are done.
/// Typically this includes creating objects via factory functions and
/// creating threads whereby you specify that thread resources be allocated for you..
class Allocator
{
public:
virtual ~Allocator() {}
virtual void* Alloc(size_t size, const char* name = 0, unsigned int flags = 0) = 0;
virtual void* Alloc(size_t size, const char* name, unsigned int flags,
unsigned int align, unsigned int alignOffset = 0) = 0;
virtual void Free(void* block, size_t size=0) = 0;
};
EATHREADLIB_API void SetAllocator(Allocator* pAllocator);
EATHREADLIB_API Allocator* GetAllocator();
EATHREADLIB_API void SetAllocator(EA::Allocator::ICoreAllocator* pAllocator);
} // namespace Thread
} // namespace EA
/// EAThreadGetUniqueId
///
/// Gets a value that is unique per thread but isn't necessarily the system-recognized
/// thread id. This function is at least as fast as GetThreadId, and on some platforms
/// is potentially significantly faster due to being implemented in inline asm which
/// avoids a system function call which may cause an instruction cache miss penalty.
/// This function is useful for creating very fast implementations of some kinds of
/// threading constructs. It's implemented as a macro instead of a function in order
/// to optimizing inlining success across all platforms and compilers.
///
/// This function is guaranteed to yield a valid value; there are no error conditions.
///
/// This macro acts as if it were declared as a function like this:
/// void EAThreadGetUniqueId(ThreadUniqueId& result);
///
/// Example usage:
/// ThreadUniqueId x;
/// EAThreadGetUniqueId(x);
///
#if EA_USE_CPP11_CONCURRENCY
#define EAThreadGetUniqueId(dest) (dest = static_cast<uintptr_t>(std::hash<std::thread::id>()(std::this_thread::get_id())))
#elif defined(EA_PLATFORM_WINDOWS) && defined(EA_COMPILER_MSVC) && !defined(EA_PLATFORM_WIN64)
// Reference implementation:
//extern "C" __declspec(dllimport) unsigned long __stdcall GetCurrentThreadId();
//#define EAThreadGetUniqueId(dest) dest = (ThreadUniqueId)(uintptr_t)GetCurrentThreadId()
// Fast implementation:
extern "C" unsigned long __readfsdword(unsigned long offset);
#pragma intrinsic(__readfsdword)
#define EAThreadGetUniqueId(dest) dest = (EA::Thread::ThreadUniqueId)(uintptr_t)__readfsdword(0x18)
#elif defined(EA_COMPILER_MSVC) && defined(EA_PROCESSOR_X86_64)
EA_DISABLE_ALL_VC_WARNINGS()
#include <intrin.h>
EA_RESTORE_ALL_VC_WARNINGS()
#define EAThreadGetUniqueId(dest) dest = (EA::Thread::ThreadUniqueId)(uintptr_t)__readgsqword(0x30)
// Could also use dest = (EA::Thread::ThreadUniqueId)NtCurrentTeb(), but that would require #including <windows.h>, which is very heavy.
#else
// Reference implementation:
#define EAThreadGetUniqueId(dest) dest = (EA::Thread::ThreadUniqueId)(uintptr_t)EA::Thread::GetThreadId()
#endif
// EAThreadIdToString
// Convert a thread id to a string suitable for use with printf like functions, e.g.:
// printf("%s", EAThreadIdToString(myThreadId));
// This macro is intended for debugging purposes and makes no guarantees about performance
// or how a thread id is mapped to a string.
namespace EA
{
namespace Thread
{
namespace detail
{
struct EATHREADLIB_API ThreadIdToStringBuffer
{
public:
enum { BufSize = 32 };
explicit ThreadIdToStringBuffer(EA::Thread::ThreadId threadId);
const char* c_str() const { return mBuf; }
private:
char mBuf[BufSize];
};
struct EATHREADLIB_API SysThreadIdToStringBuffer
{
public:
enum { BufSize = 32 };
explicit SysThreadIdToStringBuffer(EA::Thread::SysThreadId sysThreadId);
const char* c_str() const { return mBuf; }
private:
char mBuf[BufSize];
};
}
}
}
#if !defined(EAThreadThreadIdToString)
#define EAThreadThreadIdToString(threadId) (EA::Thread::detail::ThreadIdToStringBuffer(threadId).c_str())
#endif
#if !defined(EAThreadSysThreadIdToString)
#define EAThreadSysThreadIdToString(sysThreadId) (EA::Thread::detail::SysThreadIdToStringBuffer(sysThreadId).c_str())
#endif
///////////////////////////////////////////////////////////////////////////////
// Inline functions
///////////////////////////////////////////////////////////////////////////////
#if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
// We implement GetSysThreadId in our associated .cpp file.
#elif defined(EA_PLATFORM_SONY)
// We implement GetSysThreadId in our associated .cpp file.
#elif defined(EA_PLATFORM_APPLE)
// We implement GetSysThreadId in our associated .cpp file.
#elif EA_USE_CPP11_CONCURRENCY
// We implement GetSysThreadId in our associated .cpp file.
#else
inline EA::Thread::SysThreadId EA::Thread::GetSysThreadId(ThreadId id)
{
return id;
}
inline EA::Thread::SysThreadId EA::Thread::GetSysThreadId()
{
return GetThreadId(); // ThreadId == SysThreadId in this case
}
#endif
#endif // EATHREAD_EATHREAD_H