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

920 lines
33 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
#include <EABase/eabase.h>
#include "eathread/eathread.h"
#include "eathread/eathread_thread.h"
#include "eathread/eathread_storage.h"
#if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE
#include <process.h>
EA_DISABLE_ALL_VC_WARNINGS()
#include <Windows.h>
#include <stdlib.h> // for mbstowcs
#include <setjmp.h>
EA_RESTORE_ALL_VC_WARNINGS()
#include "eathread/eathread_futex.h"
extern "C" WINBASEAPI DWORD WINAPI SetThreadIdealProcessor(_In_ HANDLE hThread, _In_ DWORD dwIdealProcessor);
#if defined(EA_PLATFORM_WIN64)
extern "C" WINBASEAPI DWORD WINAPI GetThreadId(_In_ HANDLE hThread);
extern "C" WINBASEAPI ULONGLONG GetTickCount64(VOID); // Will not run on pre-Vista OS so 64 bit XP not supported
#endif
// We set this module to initialize early. We want to do this because it
// allows statically initialized objects to call these functions safely.
EA_DISABLE_VC_WARNING(4074) // warning C4074: initializers put in compiler reserved initialization area
#pragma init_seg(compiler)
EA_RESTORE_VC_WARNING()
#ifndef EATHREAD_INIT_SEG_DEFINED
#define EATHREAD_INIT_SEG_DEFINED
#endif
namespace EA
{
namespace Thread
{
// Note by Paul Pedriana:
// There is a bit of code here which implements "dynamic thread array maintenance".
// The reason for this is that we are trying to present to the user a consistently
// behaving GetThreadId function. The Windows threading API has a number of design
// characteristics that make it less than ideal for applications. One of these
// designs is that an application cannot ask the system what its thread id is and
// get a consistent answer; in fact you always get a different answer.
// To consider: Use the VC++ undocumented __tlregdtor function to detect thread exits.
// __tlregdtor is a VC++ CRT function which detects the exiting of any threads created
// with the CRT beginthread family of functions. It cannot detect the exit of any threads
// that are begun via direct OS thread creation functions, nor can it detect the exit of
// threads that are exited by direct OS thread exit functions. This is may not be a major
// problem, because C/C++ programs should virtually always be calling the CRT thread begin
// and end functions so that the CRT can be maintained properly for the thread.
//
// typedef void (*_PVFV)();
// void __tlregdtor(_PVFV func);
// void ThreadExit(){ Do something. May need to be careful about what APIs are called. }
// Assertion variables.
EA::Thread::AssertionFailureFunction gpAssertionFailureFunction = NULL;
void* gpAssertionFailureContext = NULL;
// Dynamic thread array maintenance.
// If the user calls GetThreadId from a thread that was created by some third
// party, then we don't have a thread handle for it. The only current way to get
// such a thread handle is to call OpenThread(GetCurrentThreadId()) or
// DuplicateHandle(GetCurrentThread()). In either case the return value is a
// handle which must be disposed of via CloseHandle. Additionally, since the
// thread was created by a thrid party, it's entirely possible that the thread
// will be exited without us ever finding about it. But we still need to call
// CloseHandle on the handle. So we maintain an array of handles and check their
// status periodically and upon process exit.
const size_t kMaxThreadDynamicArrayCount = 128;
struct DynamicThreadArray
{
static HANDLE mhDynamicThreadArray[kMaxThreadDynamicArrayCount];
static CRITICAL_SECTION mCriticalSection;
static bool mbDynamicThreadArrayInitialized;
static void Initialize();
static void CheckDynamicThreadArray(bool bCloseAll);
static void AddDynamicThreadHandle(HANDLE hThread, bool bAdd);
};
HANDLE DynamicThreadArray::mhDynamicThreadArray[kMaxThreadDynamicArrayCount];
CRITICAL_SECTION DynamicThreadArray::mCriticalSection;
bool DynamicThreadArray::mbDynamicThreadArrayInitialized;
// DynamicThreadArray ctor/dtor were removed to because memory tracking systems that are required to run
// pre-main and post-main. In order to support memory tracking of allocations that occur post-main we
// intentially "leak" a operating system critical section and leave it to be cleaned up by the operating
// system at process shutdown.
//
// DynamicThreadArray::DynamicThreadArray()
// {
// Initialize();
// }
// DynamicThreadArray::~DynamicThreadArray()
// {
// CheckDynamicThreadArray(true);
// DeleteCriticalSection(&mCriticalSection);
// }
void DynamicThreadArray::Initialize()
{
static EA::Thread::Futex m;
const bool done = mbDynamicThreadArrayInitialized;
// ensure that if we've seen previous writes to mbDynamicThreadArrayInitialized, we also
// see the writes to mCriticalSection, to avoid the case where another thread sees the flag
// before it sees the initialization
EAReadBarrier();
if(!done)
{
EA::Thread::AutoFutex _(m);
if (!mbDynamicThreadArrayInitialized)
{
memset(mhDynamicThreadArray, 0, sizeof(mhDynamicThreadArray));
InitializeCriticalSection(&mCriticalSection);
// ensure writes to mCriticalSection and mhDynamicThreadArray are visible before writes
// to mbDynamicThreadArrayInitialized, to avoid the case where another thread sees the
// flag before it sees the initialization
EAWriteBarrier();
mbDynamicThreadArrayInitialized = true;
}
}
}
// This function looks at the existing set of thread ids and see if any of them
// were quit. If so then this function removes their entry from our array of
// thread handles, and most importantly, calls CloseHandle on the thread handle.
void DynamicThreadArray::CheckDynamicThreadArray(bool bCloseAll)
{
Initialize();
EnterCriticalSection(&mCriticalSection);
for(size_t i(0); i < sizeof(mhDynamicThreadArray)/sizeof(mhDynamicThreadArray[0]); i++)
{
if(mhDynamicThreadArray[i])
{
DWORD dwExitCode(0);
// Note that GetExitCodeThread is a hazard if the user of a thread exits
// with a return value that is equal to the value of STILL_ACTIVE (i.e. 259).
// We can document that users shouldn't do this, or we can change the code
// here to use WaitForSingleObject(hThread, 0) and assume the thread is
// still active if the return value is WAIT_TIMEOUT.
if(bCloseAll || !GetExitCodeThread(mhDynamicThreadArray[i], &dwExitCode) || (dwExitCode != STILL_ACTIVE)) // If the thread id is invalid or it has exited...
{
CloseHandle(mhDynamicThreadArray[i]); // This matches the DuplicateHandle call we made below.
mhDynamicThreadArray[i] = 0;
}
}
}
LeaveCriticalSection(&mCriticalSection);
}
void DynamicThreadArray::AddDynamicThreadHandle(HANDLE hThread, bool bAdd)
{
Initialize();
if(hThread)
{
EnterCriticalSection(&mCriticalSection);
if(bAdd)
{
for(size_t i(0); i < sizeof(mhDynamicThreadArray)/sizeof(mhDynamicThreadArray[0]); i++)
{
if(mhDynamicThreadArray[i] == kThreadIdInvalid)
{
mhDynamicThreadArray[i] = hThread;
hThread = kThreadIdInvalid; // This tells us that we succeeded, and we'll use this result below.
break;
}
}
EAT_ASSERT(hThread == kThreadIdInvalid); // Assert that there was enough room (that the above loop found a spot).
if(hThread != kThreadIdInvalid) // If not, then we need to free the handle.
CloseHandle(hThread); // This matches the DuplicateHandle call we made below.
}
else
{
for(size_t i(0); i < sizeof(mhDynamicThreadArray)/sizeof(mhDynamicThreadArray[0]); i++)
{
if(mhDynamicThreadArray[i] == hThread)
{
CloseHandle(hThread); // This matches the DuplicateHandle call we made below.
mhDynamicThreadArray[i] = kThreadIdInvalid;
break;
}
}
// By design, we don't consider a non-found handle an error. It may simply be the
// case that the given handle was not a dynamnic thread handle. Due to the way
// Windows works, there's just no way for us to tell.
}
LeaveCriticalSection(&mCriticalSection);
}
}
// Thread handle local storage.
// We have this code here in order to cache the thread handles for
// threads, so that the user gets a consistent return value from the
// GetThreadId function for each unique thread.
static DWORD dwThreadHandleTLS = TLS_OUT_OF_INDEXES; // We intentionally make this an independent variable so that it is initialized unilaterally on segment load.
struct TLSAlloc
{
TLSAlloc()
{
if(dwThreadHandleTLS == TLS_OUT_OF_INDEXES) // It turns out that the user might have set this to a
dwThreadHandleTLS = TlsAlloc(); // value before this constructor has run. So we check.
}
#if EATHREAD_TLSALLOC_DTOR_ENABLED
// Since this class is used only as a static variable, this destructor would
// only get called during module destruction: app quit or DLL unload.
// In the case of DLL unload, we may have a problem if the DLL was unloaded
// before threads created by it were destroyed. Whether the problem is significant
// depends on the application. In most cases it won't be significant.
//
// We want to call TlsFree because not doing so results in a memory leak and eventual
// exhaustion of TLS ids by the system.
~TLSAlloc()
{
if(dwThreadHandleTLS != TLS_OUT_OF_INDEXES)
{
// We don't read the hThread stored at dwThreadHandleTLS and call CloseHandle
// on it, as the DynamicThreadArray destructor will deal with closing any
// thread handles this module knows about.
TlsFree(dwThreadHandleTLS);
dwThreadHandleTLS = TLS_OUT_OF_INDEXES;
}
}
#endif
};
static TLSAlloc sTLSAlloc;
void SetCurrentThreadHandle(HANDLE hThread, bool bDynamic)
{
// EAT_ASSERT(hThread != kThreadIdInvalid); We can't do this, as we can be intentionally called with an hThread of kThreadIdInvalid.
if(dwThreadHandleTLS == TLS_OUT_OF_INDEXES) // This should generally always evaluate to true because we init dwThreadHandleTLS on startup.
dwThreadHandleTLS = TlsAlloc();
EAT_ASSERT(dwThreadHandleTLS != TLS_OUT_OF_INDEXES);
if(dwThreadHandleTLS != TLS_OUT_OF_INDEXES)
{
DynamicThreadArray::CheckDynamicThreadArray(false);
if(bDynamic)
{
if(hThread != kThreadIdInvalid) // If adding the hThread...
DynamicThreadArray::AddDynamicThreadHandle(hThread, true);
else // Else removing the existing current thread handle...
{
HANDLE hThreadOld = TlsGetValue(dwThreadHandleTLS);
if(hThreadOld != kThreadIdInvalid) // This should always evaluate to true in practice.
DynamicThreadArray::AddDynamicThreadHandle(hThreadOld, false); // Will Close the dynamic thread handle if it is one.
}
}
TlsSetValue(dwThreadHandleTLS, hThread);
}
}
} // namespace Thread
} // namespace EA
EATHREADLIB_API EA::Thread::ThreadId EA::Thread::GetThreadId()
{
// We have some non-trivial code here because Windows doesn't provide a means for a
// thread to read its own thread id (thread handle) in a consistent way.
// If we have allocated thread-local storage for this module...
if(dwThreadHandleTLS != TLS_OUT_OF_INDEXES)
{
void* const pValue = TlsGetValue(dwThreadHandleTLS);
if(pValue) // If the current thread's ThreadId has been previously saved...
return pValue; // Under Win32, type ThreadId should be the same as HANDLE which should be the same as void*.
// Else fall through and get the current thread handle and cache it so that next time the above code will succeed.
}
// In this case the thread was not created by EAThread. So we give
// the thread a new Id, based on GetCurrentThread and DuplicateHandle.
// GetCurrentThread returns a "pseudo handle" which isn't actually the
// thread handle but is a hard-coded constant which means "current thread".
// If you want to get a real thread handle then you need to call DuplicateHandle
// on the pseudo handle. Every time you call DuplicateHandle you get a different
// result, yet we want this GetThreadId function to return a consistent value
// to the user, as that's what a rational user would expect. So after calling
// DuplicateHandle we save the value for the next time the user calls this
// function. We save the value in thread-local storage, so each unique thread
// sees a unique view of GetThreadId.
HANDLE hThread, hThreadPseudo = GetCurrentThread();
BOOL bResult = DuplicateHandle(GetCurrentProcess(), hThreadPseudo, GetCurrentProcess(), &hThread, 0, true, DUPLICATE_SAME_ACCESS);
EAT_ASSERT(bResult && (hThread != kThreadIdInvalid));
if(bResult)
EA::Thread::SetCurrentThreadHandle(hThread, true); // Need to eventually call CloseHandle on hThread, so we store it.
return hThread;
}
EATHREADLIB_API EA::Thread::ThreadId EA::Thread::GetThreadId(EA::Thread::SysThreadId id)
{
EAThreadDynamicData* const pTDD = EA::Thread::FindThreadDynamicData(id);
if(pTDD)
{
return pTDD->mhThread;
}
return EA::Thread::kThreadIdInvalid;
}
EATHREADLIB_API EA::Thread::SysThreadId EA::Thread::GetSysThreadId(ThreadId id)
{
#if defined(EA_PLATFORM_MICROSOFT) && (defined(EA_PROCESSOR_X86_64) || defined(EA_PROCESSOR_ARM64))
// Win64 has this function natively.
return ::GetThreadId(id);
// Fast implementation of this, which has been verified:
// uintptr_t pTIB = __readgsqword(0x30);
// uint32_t threadId = *((uint32_t*)(((uint8_t*)pTIB) + 0x48));
// return (EA::Thread::SysThreadId)threadId;
#elif defined(EA_PLATFORM_WIN32)
// What we do here is first try to use the GetThreadId function, which is
// available on some later versions of WinXP and later OSs. If that doesn't
// work then we are using an earlier OS and we use the NtQueryInformationThread
// kernel function to read thread info.
typedef DWORD (WINAPI *GetThreadIdFunc)(HANDLE);
typedef BOOL (WINAPI *NtQueryInformationThreadFunc)(HANDLE, int, PVOID, ULONG, PULONG);
// We implement our own manual version of static variables here. We do this because
// the static variable mechanism the compiler provides wouldn't provide thread
// safety for us.
static volatile bool sInitialized = false;
static GetThreadIdFunc spGetThreadIdFunc = NULL;
static NtQueryInformationThreadFunc spNtQueryInformationThread = NULL;
if(!sInitialized)
{
HMODULE hKernel32 = GetModuleHandleA("kernel32.dll");
if(hKernel32)
spGetThreadIdFunc = (GetThreadIdFunc)(uintptr_t)GetProcAddress(hKernel32, "GetThreadId");
if(!spGetThreadIdFunc)
{
HMODULE hNTDLL = GetModuleHandleA("ntdll.dll");
if(hNTDLL)
spNtQueryInformationThread = (NtQueryInformationThreadFunc)(uintptr_t)GetProcAddress(hNTDLL, "NtQueryInformationThread");
}
sInitialized = true;
}
if(spGetThreadIdFunc)
return (SysThreadId)spGetThreadIdFunc(id);
if(spNtQueryInformationThread)
{
struct THREAD_BASIC_INFORMATION_WIN32
{
BOOL ExitStatus;
PVOID TebBaseAddress;
DWORD UniqueProcessId;
DWORD UniqueThreadId;
DWORD AffinityMask;
DWORD Priority;
DWORD BasePriority;
};
THREAD_BASIC_INFORMATION_WIN32 tbi;
if(spNtQueryInformationThread(id, 0, &tbi, sizeof(tbi), NULL) == 0)
return (SysThreadId)tbi.UniqueThreadId;
}
return kSysThreadIdInvalid;
#endif
}
EATHREADLIB_API EA::Thread::SysThreadId EA::Thread::GetSysThreadId()
{
return ::GetCurrentThreadId();
}
EATHREADLIB_API int EA::Thread::GetThreadPriority()
{
const int nPriority = ::GetThreadPriority(GetCurrentThread());
return kThreadPriorityDefault + (nPriority - THREAD_PRIORITY_NORMAL);
}
EATHREADLIB_API bool EA::Thread::SetThreadPriority(int nPriority)
{
EAT_ASSERT(nPriority != kThreadPriorityUnknown);
int nNewPriority = THREAD_PRIORITY_NORMAL + (nPriority - kThreadPriorityDefault);
bool result = ::SetThreadPriority(GetCurrentThread(), nNewPriority) != 0;
// Windows process running in NORMAL_PRIORITY_CLASS is picky about the priority passed in.
// So we need to set the priority to the next priority supported
#if defined(EA_PLATFORM_WINDOWS) || defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)
HANDLE thread = GetCurrentThread();
while(!result)
{
if (nNewPriority >= THREAD_PRIORITY_TIME_CRITICAL)
return ::SetThreadPriority(thread, THREAD_PRIORITY_TIME_CRITICAL) != 0;
if (nNewPriority <= THREAD_PRIORITY_IDLE)
return ::SetThreadPriority(thread, THREAD_PRIORITY_IDLE) != 0;
result = ::SetThreadPriority(thread, nNewPriority) != 0;
nNewPriority++;
}
#endif
return result;
}
EATHREADLIB_API void EA::Thread::SetThreadProcessor(int nProcessor)
{
#if defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)
DWORD mask = 0xFF; //Default to all
if (nProcessor >= 0)
mask = (DWORD)(1 << nProcessor);
SetThreadAffinityMask(GetCurrentThread(), mask);
#else
static const int nProcessorCount = GetProcessorCount();
if(nProcessor < 0)
nProcessor = MAXIMUM_PROCESSORS; // This cases the SetThreadIdealProcessor to reset to 'no ideal processor'.
else
{
if(nProcessor >= nProcessorCount)
nProcessor %= nProcessorCount;
}
// SetThreadIdealProcessor differs from SetThreadAffinityMask in that SetThreadIdealProcessor is not
// a strict assignment, and it allows the OS to move the thread if the ideal processor is busy.
// SetThreadAffinityMask is a more rigid assignment, but it can result in slower performance and
// possibly hangs due to processor contention between threads. For Windows we use SetIdealThreadProcessor
// in the name of safety and likely better overall performance.
SetThreadIdealProcessor(GetCurrentThread(), (DWORD)nProcessor);
#endif
}
void* EA::Thread::GetThreadStackBase()
{
#if defined(EA_PLATFORM_WIN32) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_MSVC)
// Offset 0x18 from the FS segment register gives a pointer to
// the thread information block for the current thread
// VC++ also offers the __readfsdword() intrinsic, which would be better to use here.
NT_TIB* pTib;
__asm {
mov eax, fs:[18h]
mov pTib, eax
}
return (void*)pTib->StackBase;
#elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64) && defined(EA_COMPILER_MSVC)
// VC++ also offers the __readgsdword() intrinsic, which is an alternative which could
// retrieve the current thread TEB if the following proves unreliable.
PNT_TIB64 pTib = reinterpret_cast<PNT_TIB64>(NtCurrentTeb());
return (void*)pTib->StackBase;
#elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_ARM64) && defined(EA_COMPILER_MSVC)
// TODO(rparolin): Requires an ARM64 implementation.
return nullptr;
#elif defined(EA_PLATFORM_WIN32) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_GCC)
NT_TIB* pTib;
asm ( "movl %%fs:0x18, %0\n"
: "=r" (pTib)
);
return (void*)pTib->StackBase;
#endif
}
#if defined(EA_PLATFORM_WIN32) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_MSVC) && (EA_COMPILER_VERSION >= 1400)
// People report on the Internet that this function can get you what CPU the current thread
// is running on. But that's false, as this function has been seen to return values greater than
// the number of physical or real CPUs present. For example, this function returns 6 for my
// Single CPU that's dual-hyperthreaded.
static int GetCurrentProcessorNumberCPUID()
{
_asm { mov eax, 1 }
_asm { cpuid }
_asm { shr ebx, 24 }
_asm { mov eax, ebx }
}
int GetCurrentProcessorNumberXP()
{
int cpuNumber = GetCurrentProcessorNumberCPUID();
int cpuCount = EA::Thread::GetProcessorCount();
return (cpuNumber % cpuCount); // I don't know if this is the right thing to do, but it's better than returning an impossible number and Windows XP is a fading OS as it is.
}
#endif
EATHREADLIB_API int EA::Thread::GetThreadProcessor()
{
#if defined(EA_PLATFORM_WIN32)
// Only Windows Vista and later provides GetCurrentProcessorNumber.
// So we must dynamically link to this function.
static EA_THREAD_LOCAL bool bInitialized = false;
static EA_THREAD_LOCAL DWORD (WINAPI *pfnGetCurrentProcessorNumber)() = NULL;
if(!bInitialized)
{
HMODULE hKernel32 = GetModuleHandleA("KERNEL32.DLL");
if(hKernel32)
pfnGetCurrentProcessorNumber = (DWORD (WINAPI*)())(uintptr_t)GetProcAddress(hKernel32, "GetCurrentProcessorNumber");
bInitialized = true;
}
if(pfnGetCurrentProcessorNumber)
return (int)(unsigned)pfnGetCurrentProcessorNumber();
#if defined(EA_PLATFORM_WINDOWS) && defined(EA_PROCESSOR_X86) && defined(EA_COMPILER_MSVC) && (EA_COMPILER_MSVC >= 1400)
return GetCurrentProcessorNumberXP();
#else
return 0;
#endif
#elif defined(EA_PLATFORM_WIN64)
static EA_THREAD_LOCAL bool bInitialized = false;
static EA_THREAD_LOCAL DWORD (WINAPI *pfnGetCurrentProcessorNumber)() = NULL;
if(!bInitialized)
{
HMODULE hKernel32 = GetModuleHandleA("KERNEL32.DLL"); // Yes, we want to use Kernel32.dll. There is no Kernel64.dll on Win64.
if(hKernel32)
pfnGetCurrentProcessorNumber = (DWORD (WINAPI*)())(uintptr_t)GetProcAddress(hKernel32, "GetCurrentProcessorNumber");
bInitialized = true;
}
if(pfnGetCurrentProcessorNumber)
return (int)(unsigned)pfnGetCurrentProcessorNumber();
return 0;
#else
return (int)(unsigned)GetCurrentProcessorNumber();
#endif
}
EATHREADLIB_API void EA::Thread::SetThreadAffinityMask(const EA::Thread::ThreadId& id, ThreadAffinityMask nAffinityMask)
{
// Update the affinity mask in the thread dynamic data cache.
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if(pTDD)
{
pTDD->mnThreadAffinityMask = nAffinityMask;
}
#if EATHREAD_THREAD_AFFINITY_MASK_SUPPORTED
#if defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)
DWORD_PTR nProcessorCountMask = 0x7F; // default to all 7 available cores.
#else
DWORD_PTR nProcessorCountMask = (DWORD_PTR)1 << GetProcessorCount();
#endif
// Call the Windows library function.
DWORD_PTR nProcessAffinityMask, nSystemAffinityMask;
if(EA_LIKELY(GetProcessAffinityMask(GetCurrentProcess(), &nProcessAffinityMask, &nSystemAffinityMask)))
nProcessorCountMask = nProcessAffinityMask;
nAffinityMask &= nProcessorCountMask;
auto opResult = ::SetThreadAffinityMask(id, static_cast<DWORD_PTR>(nAffinityMask));
EA_UNUSED(opResult);
EAT_ASSERT_FORMATTED(opResult != 0, "The Windows platform SetThreadAffinityMask failed. GetLastError %x", GetLastError());
#endif
}
EATHREADLIB_API EA::Thread::ThreadAffinityMask EA::Thread::GetThreadAffinityMask(const EA::Thread::ThreadId& id)
{
// Update the affinity mask in the thread dynamic data cache.
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if(pTDD)
{
return pTDD->mnThreadAffinityMask;
}
return kThreadAffinityMaskAny;
}
// Internal SetThreadName API's so we don't repeat the implementations
namespace EA {
namespace Thread {
namespace Internal {
bool PixSetThreadName(EA::Thread::ThreadId threadId, const char* pName)
{
EA_UNUSED(threadId); EA_UNUSED(pName);
bool result = true;
#if (defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)) && EA_XBOX_DBG_ENABLED == 1
wchar_t wName[EATHREAD_NAME_SIZE];
mbstowcs(wName, pName, EATHREAD_NAME_SIZE);
result = (::SetThreadName(threadId, wName) == TRUE); // requires toolhelpx.lib
EAT_ASSERT(result);
#endif
return result;
}
bool WinSetThreadName(EA::Thread::ThreadId threadId, const char* pName)
{
#if defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)
static auto pSetThreadDescription = SetThreadDescription;
#else
typedef HRESULT(WINAPI *SetThreadDescription)(HANDLE hThread, PCWSTR lpThreadDescription);
// Check if Windows Operating System has the 'SetThreadDescription" API.
static auto pSetThreadDescription = (SetThreadDescription)GetProcAddress(GetModuleHandleA("kernel32.dll"), "SetThreadDescription");
#endif
bool result = true;
if (pSetThreadDescription)
{
wchar_t wName[EATHREAD_NAME_SIZE];
mbstowcs(wName, pName, EATHREAD_NAME_SIZE);
result = SUCCEEDED(pSetThreadDescription(threadId, wName));
EAT_ASSERT(result);
}
return result;
}
void WinSetThreadNameByException(EA::Thread::SysThreadId threadId, const char* pName)
{
struct ThreadNameInfo
{
DWORD dwType;
LPCSTR lpName;
DWORD dwThreadId;
DWORD dwFlags;
};
// This setjmp/longjmp weirdness is here to work around an apparent bug in the VS2013 debugger,
// whereby EBX will be trashed on return from RaiseException, causing bad things to happen in code
// which runs later. This only seems to happen when a debugger is attached and there's some managed
// code in the process.
jmp_buf jmpbuf;
EA_DISABLE_VC_WARNING(4611)
if (!setjmp(jmpbuf))
{
ThreadNameInfo threadNameInfo = {0x1000, pName, threadId, 0};
__try { RaiseException(0x406D1388, 0, sizeof(threadNameInfo) / sizeof(ULONG_PTR), (CONST ULONG_PTR*)(uintptr_t)&threadNameInfo); }
__except (GetExceptionCode() == 0x406D1388 ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH) { }
longjmp(jmpbuf, 1);
}
EA_RESTORE_VC_WARNING()
}
void SetThreadName(EAThreadDynamicData* pTDD, const char* pName)
{
strncpy(pTDD->mName, pName, EATHREAD_NAME_SIZE);
pTDD->mName[EATHREAD_NAME_SIZE - 1] = 0;
#if defined(EA_PLATFORM_WINDOWS) && defined(EA_COMPILER_MSVC) || (defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX))
if(pTDD->mName[0] && (pTDD->mhThread != EA::Thread::kThreadIdInvalid))
{
#if EATHREAD_NAMING == EATHREAD_NAMING_DISABLED
bool namingEnabled = false;
#elif EATHREAD_NAMING == EATHREAD_NAMING_ENABLED
bool namingEnabled = true;
#else
bool namingEnabled = IsDebuggerPresent();
#endif
if(namingEnabled)
{
PixSetThreadName(pTDD->mhThread, pTDD->mName);
WinSetThreadName(pTDD->mhThread, pTDD->mName);
WinSetThreadNameByException(pTDD->mnThreadId, pTDD->mName);
}
}
#endif
}
} // namespace Internal
} // namespace Thread
} // namespace EA
EATHREADLIB_API void EA::Thread::SetThreadName(const char* pName) { SetThreadName(GetThreadId(), pName); }
EATHREADLIB_API const char* EA::Thread::GetThreadName() { return GetThreadName(GetThreadId()); }
EATHREADLIB_API void EA::Thread::SetThreadName(const EA::Thread::ThreadId& id, const char* pName)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
if(pTDD)
{
Internal::SetThreadName(pTDD, pName);
}
}
EATHREADLIB_API const char* EA::Thread::GetThreadName(const EA::Thread::ThreadId& id)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(id);
return pTDD ? pTDD->mName : "";
}
EATHREADLIB_API int EA::Thread::GetProcessorCount()
{
#if defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)
// Capilano has 7-ish physical CPUs available to titles. We can access 50 - 90% of the 7th Core.
// Check platform documentation for details.
DWORD_PTR ProcessAffinityMask;
DWORD_PTR SystemAffinityMask;
unsigned long nCoreCount = 6;
if(EA_LIKELY(GetProcessAffinityMask(GetCurrentProcess(), &ProcessAffinityMask, &SystemAffinityMask)))
{
_BitScanForward(&nCoreCount, (unsigned long)~ProcessAffinityMask);
}
return (int) nCoreCount;
#elif defined(EA_PLATFORM_WINDOWS)
static int nProcessorCount = 0; // This doesn't really need to be an atomic integer.
if(nProcessorCount == 0)
{
// A better function to use would possibly be KeQueryActiveProcessorCount
// (NTKERNELAPI ULONG KeQueryActiveProcessorCount(PKAFFINITY ActiveProcessors))
SYSTEM_INFO systemInfo;
memset(&systemInfo, 0, sizeof(systemInfo));
GetSystemInfo(&systemInfo);
nProcessorCount = (int)systemInfo.dwNumberOfProcessors;
}
return nProcessorCount;
#else
static int nProcessorCount = 0; // This doesn't really need to be an atomic integer.
if(nProcessorCount == 0)
{
// A better function to use would possibly be KeQueryActiveProcessorCount
// (NTKERNELAPI ULONG KeQueryActiveProcessorCount(PKAFFINITY ActiveProcessors))
SYSTEM_INFO systemInfo;
memset(&systemInfo, 0, sizeof(systemInfo));
GetNativeSystemInfo(&systemInfo);
nProcessorCount = (int)systemInfo.dwNumberOfProcessors;
}
return nProcessorCount;
#endif
}
EATHREADLIB_API void EA::Thread::ThreadSleep(const ThreadTime& timeRelative)
{
// Sleep(0) sleeps the current thread if any other thread of equal priority is ready to run.
// Sleep(n) sleeps the current thread for up to n milliseconds if there is any other thread of any priority ready to run.
// SwitchToThread() sleeps the current thread for one time slice if there is any other thread of any priority ready to run.
if(timeRelative == 0)
SwitchToThread(); // It's debateable whether we should do a SwitchToThread or a Sleep(0) here.
else // The only difference is that the former allows threads of lower priority to execute.
SleepEx((unsigned)timeRelative, TRUE);
}
namespace EA {
namespace Thread {
extern EAThreadDynamicData* FindThreadDynamicData(ThreadId threadId);
extern EAThreadDynamicData* FindThreadDynamicData(SysThreadId sysThreadId);
}
}
void EA::Thread::ThreadEnd(intptr_t threadReturnValue)
{
EAThreadDynamicData* const pTDD = FindThreadDynamicData(GetThreadId());
if(pTDD)
{
pTDD->mnStatus = Thread::kStatusEnded;
pTDD->mnReturnValue = threadReturnValue;
pTDD->Release();
}
EA::Thread::SetCurrentThreadHandle(kThreadIdInvalid, true); // We use 'true' here just to be safe, as we don't know who is calling this function.
#if defined(EA_PLATFORM_XBOXONE) || defined(EA_PLATFORM_XBSX)
// _endthreadex is not supported on Capilano because it's not compatible with C++/CX and /ZW. Use of ExitThread could result in memory leaks
// as ExitThread does not clean up memory allocated by the C runtime library.
// https://forums.xboxlive.com/AnswerPage.aspx?qid=47c1607c-bb18-4bc4-a79a-a40c59444ff3&tgt=1
ExitThread(static_cast<DWORD>(threadReturnValue));
#elif defined(EA_PLATFORM_MICROSOFT) && defined(EA_PLATFORM_CONSOLE) && !defined(EA_PLATFORM_XBOXONE) && !defined(EA_PLATFORM_XBSX)
EAT_FAIL_MSG("EA::Thread::ThreadEnd: Not supported by this platform.");
#else
_endthreadex((unsigned int)threadReturnValue);
#endif
}
EATHREADLIB_API EA::Thread::ThreadTime EA::Thread::GetThreadTime()
{
// We choose to use GetTickCount because it low overhead and
// still yields values that have a precision in the same range
// as the Win32 thread time slice time. In particular:
// rdtsc takes ~5 cycles and has a nanosecond resolution. But it is unreliable
// GetTickCount() takes ~80 cycles and has ~15ms resolution.
// timeGetTime() takes ~350 cpu cycles and has 1ms resolution.
// QueryPerformanceCounter() takes ~3000 cpu cycles on most machines and has ~1us resolution.
// We add EATHREAD_MIN_ABSOLUTE_TIME to this absolute time to ensure this absolute time is never less than our min
// (This fix was required because GetTickCount64 starts at 0x0 for titles on capilano)
#if defined(EA_PLATFORM_MICROSOFT) && defined(EA_PROCESSOR_X86_64)
return (ThreadTime)(GetTickCount64() + EATHREAD_MIN_ABSOLUTE_TIME);
#else // Note that this value matches the value used by some runtime assertion code within EA::Thread. It would be best to define this as a shared constant between modules.
return (ThreadTime)(GetTickCount() + EATHREAD_MIN_ABSOLUTE_TIME);
#endif
}
EATHREADLIB_API void EA::Thread::SetAssertionFailureFunction(EA::Thread::AssertionFailureFunction pAssertionFailureFunction, void* pContext)
{
gpAssertionFailureFunction = pAssertionFailureFunction;
gpAssertionFailureContext = pContext;
}
EATHREADLIB_API void EA::Thread::AssertionFailure(const char* pExpression)
{
if(gpAssertionFailureFunction)
gpAssertionFailureFunction(pExpression, gpAssertionFailureContext);
else
{
#if EAT_ASSERT_ENABLED
OutputDebugStringA("EA::Thread::AssertionFailure: ");
OutputDebugStringA(pExpression);
OutputDebugStringA("\n");
#ifdef EA_COMPILER_MSVC
__debugbreak();
#endif
#endif
}
}
uint32_t EA::Thread::RelativeTimeoutFromAbsoluteTimeout(ThreadTime timeoutAbsolute)
{
EAT_ASSERT((timeoutAbsolute == kTimeoutImmediate) || (timeoutAbsolute > EATHREAD_MIN_ABSOLUTE_TIME)); // Assert that the user didn't make the mistake of treating time as relative instead of absolute.
DWORD timeoutRelative = 0;
if (timeoutAbsolute == kTimeoutNone)
{
timeoutRelative = INFINITE;
}
else if (timeoutAbsolute == kTimeoutImmediate)
{
timeoutRelative = 0;
}
else
{
ThreadTime timeCurrent(GetThreadTime());
timeoutRelative = (timeoutAbsolute > timeCurrent) ? static_cast<DWORD>(timeoutAbsolute - timeCurrent) : 0;
}
EAT_ASSERT((timeoutRelative == INFINITE) || (timeoutRelative < 100000000)); // Assert that the timeout is a sane value and didn't wrap around.
return timeoutRelative;
}
#endif // EA_PLATFORM_XXX