mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files. Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer. TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
277 lines
9.3 KiB
C++
277 lines
9.3 KiB
C++
#ifndef THREADTOOLS_H
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#define THREADTOOLS_H
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inline void ThreadSleep(unsigned nMilliseconds)
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{
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#ifdef _WIN32
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#ifdef PLATFORM_WINDOWS_PC // This is performed by the game module!
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//static bool bInitialized = false;
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//if (!bInitialized)
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//{
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// bInitialized = true;
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// // Set the timer resolution to 1 ms (default is 10.0, 15.6, 2.5, 1.0 or
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// // some other value depending on hardware and software) so that we can
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// // use Sleep( 1 ) to avoid wasting CPU time without missing our frame
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// // rate.
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// timeBeginPeriod(1);
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//}
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#endif
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Sleep(nMilliseconds);
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#elif PLATFORM_PS3
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if (nMilliseconds == 0)
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{
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// sys_ppu_thread_yield doesn't seem to function properly, so sleep instead.
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sys_timer_usleep(60);
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}
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else
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{
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sys_timer_usleep(nMilliseconds * 1000);
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}
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#elif defined(POSIX)
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usleep(nMilliseconds * 1000);
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#endif
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}
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inline void ThreadPause()
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{
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#if defined( COMPILER_PS3 )
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__db16cyc();
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#elif defined( COMPILER_GCC )
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__asm __volatile("pause");
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#elif defined ( COMPILER_MSVC64 )
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_mm_pause();
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#elif defined( COMPILER_MSVC32 )
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__asm pause;
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#elif defined( COMPILER_MSVCX360 )
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YieldProcessor();
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__asm { or r0, r0, r0 }
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YieldProcessor();
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__asm { or r1, r1, r1 }
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#else
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#error "implement me"
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#endif
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}
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bool ThreadInMainThread();
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bool ThreadInRenderThread();
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bool ThreadInServerFrameThread();
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ThreadId_t ThreadGetCurrentId();
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//-----------------------------------------------------------------------------
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//
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// Interlock methods. These perform very fast atomic thread
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// safe operations. These are especially relevant in a multi-core setting.
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//
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//-----------------------------------------------------------------------------
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LONG ThreadInterlockedCompareExchange64(LONG volatile* pDest, int64 value, int64 comperand);
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bool ThreadInterlockedAssignIf(LONG volatile* p, int32 value, int32 comperand);
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int64 ThreadInterlockedCompareExchange64(int64 volatile* pDest, int64 value, int64 comperand);
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bool ThreadInterlockedAssignIf64(int64 volatile* pDest, int64 value, int64 comperand);
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#ifdef _WIN32
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#define NOINLINE
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#elif defined( _PS3 )
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#define NOINLINE __attribute__ ((noinline))
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#elif defined(POSIX)
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#define NOINLINE __attribute__ ((noinline))
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#endif
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#if defined( _X360 ) || defined( _PS3 )
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#define ThreadMemoryBarrier() __lwsync()
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#elif defined(COMPILER_MSVC)
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// Prevent compiler reordering across this barrier. This is
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// sufficient for most purposes on x86/x64.
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#define ThreadMemoryBarrier() _ReadWriteBarrier()
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#elif defined(COMPILER_GCC)
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// Prevent compiler reordering across this barrier. This is
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// sufficient for most purposes on x86/x64.
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// http://preshing.com/20120625/memory-ordering-at-compile-time
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#define ThreadMemoryBarrier() asm volatile("" ::: "memory")
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#else
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#error Every platform needs to define ThreadMemoryBarrier to at least prevent compiler reordering
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#endif
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//-----------------------------------------------------------------------------
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//
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// A super-fast thread-safe integer A simple class encapsulating the notion of an
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// atomic integer used across threads that uses the built in and faster
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// "interlocked" functionality rather than a full-blown mutex. Useful for simple
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// things like reference counts, etc.
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//
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//-----------------------------------------------------------------------------
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template <typename T>
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class CInterlockedIntT
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{
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public:
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CInterlockedIntT() : m_value(0) { static_assert((sizeof(T) == sizeof(int32)) || (sizeof(T) == sizeof(int64))); }
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CInterlockedIntT(T value) : m_value(value) {}
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T operator()(void) const { return m_value; }
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operator T() const { return m_value; }
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bool operator!() const { return (m_value == 0); }
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bool operator==(T rhs) const { return (m_value == rhs); }
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bool operator!=(T rhs) const { return (m_value != rhs); }
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T operator++() {
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if (sizeof(T) == sizeof(int32))
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return (T)ThreadInterlockedIncrement((int32*)&m_value);
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else
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return (T)ThreadInterlockedIncrement64((int64*)&m_value);
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}
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T operator++(int) { return operator++() - 1; }
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T operator--() {
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if (sizeof(T) == sizeof(int32))
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return (T)ThreadInterlockedDecrement((int32*)&m_value);
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else
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return (T)ThreadInterlockedDecrement64((int64*)&m_value);
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}
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T operator--(int) { return operator--() + 1; }
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bool AssignIf(T conditionValue, T newValue)
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{
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if (sizeof(T) == sizeof(int32))
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return ThreadInterlockedAssignIf((LONG*)&m_value, (int32)newValue, (int32)conditionValue);
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else
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return ThreadInterlockedAssignIf64((int64*)&m_value, (int64)newValue, (int64)conditionValue);
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}
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T operator=(T newValue) {
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if (sizeof(T) == sizeof(int32))
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ThreadInterlockedExchange((int32*)&m_value, newValue);
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else
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ThreadInterlockedExchange64((int64*)&m_value, newValue);
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return m_value;
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}
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// Atomic add is like += except it returns the previous value as its return value
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T AtomicAdd(T add) {
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if (sizeof(T) == sizeof(int32))
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return (T)ThreadInterlockedExchangeAdd((int32*)&m_value, (int32)add);
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else
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return (T)ThreadInterlockedExchangeAdd64((int64*)&m_value, (int64)add);
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}
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void operator+=(T add) {
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if (sizeof(T) == sizeof(int32))
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ThreadInterlockedExchangeAdd((int32*)&m_value, (int32)add);
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else
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ThreadInterlockedExchangeAdd64((int64*)&m_value, (int64)add);
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}
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void operator-=(T subtract) { operator+=(-subtract); }
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void operator*=(T multiplier) {
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T original, result;
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do
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{
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original = m_value;
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result = original * multiplier;
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} while (!AssignIf(original, result));
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}
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void operator/=(T divisor) {
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T original, result;
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do
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{
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original = m_value;
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result = original / divisor;
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} while (!AssignIf(original, result));
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}
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T operator+(T rhs) const { return m_value + rhs; }
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T operator-(T rhs) const { return m_value - rhs; }
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T InterlockedExchange(T newValue) {
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if (sizeof(T) == sizeof(int32))
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return (T)ThreadInterlockedExchange((int32*)&m_value, newValue);
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else
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return (T)ThreadInterlockedExchange64((int64*)&m_value, newValue);
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}
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private:
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volatile T m_value;
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};
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typedef CInterlockedIntT<int> CInterlockedInt;
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typedef CInterlockedIntT<unsigned> CInterlockedUInt;
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//=============================================================================
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class CThreadFastMutex;
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inline CMemory p_MutexInternal_WaitForLock;
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inline auto v_MutexInternal_WaitForLock = p_MutexInternal_WaitForLock.RCast<int (*)(CThreadFastMutex* mutex)>();
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inline CMemory p_MutexInternal_ReleaseWaiter;
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inline auto v_MutexInternal_ReleaseWaiter = p_MutexInternal_ReleaseWaiter.RCast<int (*)(CThreadFastMutex* mutex)>();
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inline CMemory p_DeclareCurrentThreadIsMainThread;
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inline auto v_DeclareCurrentThreadIsMainThread = p_DeclareCurrentThreadIsMainThread.RCast<ThreadId_t (*)(void)>();
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inline ThreadId_t* g_ThreadMainThreadID = nullptr;
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inline ThreadId_t g_ThreadRenderThreadID = NULL;
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inline ThreadId_t* g_ThreadServerFrameThreadID = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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class CThreadFastMutex
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{
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public:
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int WaitForLock(void) {
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return v_MutexInternal_WaitForLock(this);
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}
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int ReleaseWaiter(void) {
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return v_MutexInternal_ReleaseWaiter(this);
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}
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inline uint32 GetOwnerId(void) const { return m_nOwnerID; }
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inline int GetDepth(void) const { return m_nDepth; }
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inline int GetAddend(void) const { return m_lAddend; }
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inline HANDLE GetSemaphore(void) const { return m_hSemaphore; }
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private:
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volatile uint32_t m_nOwnerID;
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int m_nDepth;
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volatile int m_lAddend;
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HANDLE m_hSemaphore;
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};
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///////////////////////////////////////////////////////////////////////////////
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class VThreadTools : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CThreadFastMutex::WaitForLock", p_MutexInternal_WaitForLock.GetPtr());
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LogFunAdr("CThreadFastMutex::ReleaseWaiter", p_MutexInternal_ReleaseWaiter.GetPtr());
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LogFunAdr("DeclareCurrentThreadIsMainThread", p_DeclareCurrentThreadIsMainThread.GetPtr());
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LogVarAdr("g_ThreadMainThreadID", reinterpret_cast<uintptr_t>(g_ThreadMainThreadID));
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LogVarAdr("g_ThreadServerFrameThreadID", reinterpret_cast<uintptr_t>(g_ThreadServerFrameThreadID));
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}
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virtual void GetFun(void) const
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{
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p_MutexInternal_WaitForLock = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B D9 FF 15 ?? ?? ?? ??");
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p_MutexInternal_ReleaseWaiter = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 8B 41 04 48 8B D9 83 E8 01");
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p_DeclareCurrentThreadIsMainThread = g_GameDll.FindPatternSIMD("48 83 EC 28 FF 15 ?? ?? ?? ?? 89 05 ?? ?? ?? ?? 48 83 C4 28");
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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 ?? ?? ?? ??*/
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v_MutexInternal_ReleaseWaiter = p_MutexInternal_ReleaseWaiter.RCast<int (*)(CThreadFastMutex*)>(); /*40 53 48 83 EC 20 8B 41 04 48 8B D9 83 E8 01*/
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v_DeclareCurrentThreadIsMainThread = p_DeclareCurrentThreadIsMainThread.RCast<ThreadId_t(*)(void)>(); /*48 83 EC 28 FF 15 ?? ?? ?? ?? 89 05 ?? ?? ?? ?? 48 83 C4 28 */
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}
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virtual void GetVar(void) const
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{
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g_ThreadMainThreadID = p_DeclareCurrentThreadIsMainThread.FindPattern("89 05").ResolveRelativeAddressSelf(0x2, 0x6).RCast<ThreadId_t*>();
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g_ThreadServerFrameThreadID = g_GameDll.FindPatternSIMD("83 79 ?? ?? 75 28 8B").FindPatternSelf("8B 05").ResolveRelativeAddressSelf(0x2, 0x6).RCast<ThreadId_t*>();
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}
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virtual void GetCon(void) const { }
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virtual void Attach(void) const { }
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virtual void Detach(void) const { }
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};
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///////////////////////////////////////////////////////////////////////////////
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#endif // THREADTOOLS_H
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