r5sdk/r5dev/tier0/threadtools.h
Kawe Mazidjatari b0880f8f0e Fix wrong function name
Should be 'ThreadInterlockedCompareExchange'.
2023-02-01 21:41:16 +01:00

277 lines
9.3 KiB
C++

#ifndef THREADTOOLS_H
#define THREADTOOLS_H
inline void ThreadSleep(unsigned nMilliseconds)
{
#ifdef _WIN32
#ifdef PLATFORM_WINDOWS_PC // This is performed by the game module!
//static bool bInitialized = false;
//if (!bInitialized)
//{
// bInitialized = true;
// // Set the timer resolution to 1 ms (default is 10.0, 15.6, 2.5, 1.0 or
// // some other value depending on hardware and software) so that we can
// // use Sleep( 1 ) to avoid wasting CPU time without missing our frame
// // rate.
// timeBeginPeriod(1);
//}
#endif
Sleep(nMilliseconds);
#elif PLATFORM_PS3
if (nMilliseconds == 0)
{
// sys_ppu_thread_yield doesn't seem to function properly, so sleep instead.
sys_timer_usleep(60);
}
else
{
sys_timer_usleep(nMilliseconds * 1000);
}
#elif defined(POSIX)
usleep(nMilliseconds * 1000);
#endif
}
inline void ThreadPause()
{
#if defined( COMPILER_PS3 )
__db16cyc();
#elif defined( COMPILER_GCC )
__asm __volatile("pause");
#elif defined ( COMPILER_MSVC64 )
_mm_pause();
#elif defined( COMPILER_MSVC32 )
__asm pause;
#elif defined( COMPILER_MSVCX360 )
YieldProcessor();
__asm { or r0, r0, r0 }
YieldProcessor();
__asm { or r1, r1, r1 }
#else
#error "implement me"
#endif
}
bool ThreadInMainThread();
bool ThreadInRenderThread();
bool ThreadInServerFrameThread();
ThreadId_t ThreadGetCurrentId();
//-----------------------------------------------------------------------------
//
// Interlock methods. These perform very fast atomic thread
// safe operations. These are especially relevant in a multi-core setting.
//
//-----------------------------------------------------------------------------
int32 ThreadInterlockedCompareExchange(LONG volatile* pDest, int32 value, int32 comperand);
bool ThreadInterlockedAssignIf(LONG volatile* p, int32 value, int32 comperand);
int64 ThreadInterlockedCompareExchange64(int64 volatile* pDest, int64 value, int64 comperand);
bool ThreadInterlockedAssignIf64(int64 volatile* pDest, int64 value, int64 comperand);
#ifdef _WIN32
#define NOINLINE
#elif defined( _PS3 )
#define NOINLINE __attribute__ ((noinline))
#elif defined(POSIX)
#define NOINLINE __attribute__ ((noinline))
#endif
#if defined( _X360 ) || defined( _PS3 )
#define ThreadMemoryBarrier() __lwsync()
#elif defined(COMPILER_MSVC)
// Prevent compiler reordering across this barrier. This is
// sufficient for most purposes on x86/x64.
#define ThreadMemoryBarrier() _ReadWriteBarrier()
#elif defined(COMPILER_GCC)
// Prevent compiler reordering across this barrier. This is
// sufficient for most purposes on x86/x64.
// http://preshing.com/20120625/memory-ordering-at-compile-time
#define ThreadMemoryBarrier() asm volatile("" ::: "memory")
#else
#error Every platform needs to define ThreadMemoryBarrier to at least prevent compiler reordering
#endif
//-----------------------------------------------------------------------------
//
// A super-fast thread-safe integer A simple class encapsulating the notion of an
// atomic integer used across threads that uses the built in and faster
// "interlocked" functionality rather than a full-blown mutex. Useful for simple
// things like reference counts, etc.
//
//-----------------------------------------------------------------------------
template <typename T>
class CInterlockedIntT
{
public:
CInterlockedIntT() : m_value(0) { static_assert((sizeof(T) == sizeof(int32)) || (sizeof(T) == sizeof(int64))); }
CInterlockedIntT(T value) : m_value(value) {}
T operator()(void) const { return m_value; }
operator T() const { return m_value; }
bool operator!() const { return (m_value == 0); }
bool operator==(T rhs) const { return (m_value == rhs); }
bool operator!=(T rhs) const { return (m_value != rhs); }
T operator++() {
if (sizeof(T) == sizeof(int32))
return (T)ThreadInterlockedIncrement((int32*)&m_value);
else
return (T)ThreadInterlockedIncrement64((int64*)&m_value);
}
T operator++(int) { return operator++() - 1; }
T operator--() {
if (sizeof(T) == sizeof(int32))
return (T)ThreadInterlockedDecrement((int32*)&m_value);
else
return (T)ThreadInterlockedDecrement64((int64*)&m_value);
}
T operator--(int) { return operator--() + 1; }
bool AssignIf(T conditionValue, T newValue)
{
if (sizeof(T) == sizeof(int32))
return ThreadInterlockedAssignIf((LONG*)&m_value, (int32)newValue, (int32)conditionValue);
else
return ThreadInterlockedAssignIf64((int64*)&m_value, (int64)newValue, (int64)conditionValue);
}
T operator=(T newValue) {
if (sizeof(T) == sizeof(int32))
ThreadInterlockedExchange((int32*)&m_value, newValue);
else
ThreadInterlockedExchange64((int64*)&m_value, newValue);
return m_value;
}
// Atomic add is like += except it returns the previous value as its return value
T AtomicAdd(T add) {
if (sizeof(T) == sizeof(int32))
return (T)ThreadInterlockedExchangeAdd((int32*)&m_value, (int32)add);
else
return (T)ThreadInterlockedExchangeAdd64((int64*)&m_value, (int64)add);
}
void operator+=(T add) {
if (sizeof(T) == sizeof(int32))
ThreadInterlockedExchangeAdd((int32*)&m_value, (int32)add);
else
ThreadInterlockedExchangeAdd64((int64*)&m_value, (int64)add);
}
void operator-=(T subtract) { operator+=(-subtract); }
void operator*=(T multiplier) {
T original, result;
do
{
original = m_value;
result = original * multiplier;
} while (!AssignIf(original, result));
}
void operator/=(T divisor) {
T original, result;
do
{
original = m_value;
result = original / divisor;
} while (!AssignIf(original, result));
}
T operator+(T rhs) const { return m_value + rhs; }
T operator-(T rhs) const { return m_value - rhs; }
T InterlockedExchange(T newValue) {
if (sizeof(T) == sizeof(int32))
return (T)ThreadInterlockedExchange((int32*)&m_value, newValue);
else
return (T)ThreadInterlockedExchange64((int64*)&m_value, newValue);
}
private:
volatile T m_value;
};
typedef CInterlockedIntT<int> CInterlockedInt;
typedef CInterlockedIntT<unsigned> CInterlockedUInt;
//=============================================================================
class CThreadFastMutex;
inline CMemory p_MutexInternal_WaitForLock;
inline auto v_MutexInternal_WaitForLock = p_MutexInternal_WaitForLock.RCast<int (*)(CThreadFastMutex* mutex)>();
inline CMemory p_MutexInternal_ReleaseWaiter;
inline auto v_MutexInternal_ReleaseWaiter = p_MutexInternal_ReleaseWaiter.RCast<int (*)(CThreadFastMutex* mutex)>();
inline CMemory p_DeclareCurrentThreadIsMainThread;
inline auto v_DeclareCurrentThreadIsMainThread = p_DeclareCurrentThreadIsMainThread.RCast<ThreadId_t (*)(void)>();
inline ThreadId_t* g_ThreadMainThreadID = nullptr;
inline ThreadId_t g_ThreadRenderThreadID = NULL;
inline ThreadId_t* g_ThreadServerFrameThreadID = nullptr;
///////////////////////////////////////////////////////////////////////////////
class CThreadFastMutex
{
public:
int WaitForLock(void) {
return v_MutexInternal_WaitForLock(this);
}
int ReleaseWaiter(void) {
return v_MutexInternal_ReleaseWaiter(this);
}
inline uint32 GetOwnerId(void) const { return m_nOwnerID; }
inline int GetDepth(void) const { return m_nDepth; }
inline int GetAddend(void) const { return m_lAddend; }
inline HANDLE GetSemaphore(void) const { return m_hSemaphore; }
private:
volatile uint32_t m_nOwnerID;
int m_nDepth;
volatile int m_lAddend;
HANDLE m_hSemaphore;
};
///////////////////////////////////////////////////////////////////////////////
class VThreadTools : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CThreadFastMutex::WaitForLock", p_MutexInternal_WaitForLock.GetPtr());
LogFunAdr("CThreadFastMutex::ReleaseWaiter", p_MutexInternal_ReleaseWaiter.GetPtr());
LogFunAdr("DeclareCurrentThreadIsMainThread", p_DeclareCurrentThreadIsMainThread.GetPtr());
LogVarAdr("g_ThreadMainThreadID", reinterpret_cast<uintptr_t>(g_ThreadMainThreadID));
LogVarAdr("g_ThreadServerFrameThreadID", reinterpret_cast<uintptr_t>(g_ThreadServerFrameThreadID));
}
virtual void GetFun(void) const
{
p_MutexInternal_WaitForLock = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B D9 FF 15 ?? ?? ?? ??");
p_MutexInternal_ReleaseWaiter = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 8B 41 04 48 8B D9 83 E8 01");
p_DeclareCurrentThreadIsMainThread = g_GameDll.FindPatternSIMD("48 83 EC 28 FF 15 ?? ?? ?? ?? 89 05 ?? ?? ?? ?? 48 83 C4 28");
v_MutexInternal_WaitForLock = p_MutexInternal_WaitForLock.RCast<int (*)(CThreadFastMutex*)>(); /*48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B D9 FF 15 ?? ?? ?? ??*/
v_MutexInternal_ReleaseWaiter = p_MutexInternal_ReleaseWaiter.RCast<int (*)(CThreadFastMutex*)>(); /*40 53 48 83 EC 20 8B 41 04 48 8B D9 83 E8 01*/
v_DeclareCurrentThreadIsMainThread = p_DeclareCurrentThreadIsMainThread.RCast<ThreadId_t(*)(void)>(); /*48 83 EC 28 FF 15 ?? ?? ?? ?? 89 05 ?? ?? ?? ?? 48 83 C4 28 */
}
virtual void GetVar(void) const
{
g_ThreadMainThreadID = p_DeclareCurrentThreadIsMainThread.FindPattern("89 05").ResolveRelativeAddressSelf(0x2, 0x6).RCast<ThreadId_t*>();
g_ThreadServerFrameThreadID = g_GameDll.FindPatternSIMD("83 79 ?? ?? 75 28 8B").FindPatternSelf("8B 05").ResolveRelativeAddressSelf(0x2, 0x6).RCast<ThreadId_t*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
#endif // THREADTOOLS_H