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

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///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Implements a condition variable in the style of Posix condition variables
// and Java and C# thread Monitors (Java objects and C# monitors have built-in
// locks and pthreads condition variables and EAThread::Conditions and Posix
// condition variables do not. A Condition is usually the appropriate thread
// synchronization mechanism for producer/consumer situations whereby one
// or more threads create data for one or more other threads to work on,
// such as is the case with a message queue.
/////////////////////////////////////////////////////////////////////////////
#ifndef EATHREAD_EATHREAD_CONDITION_H
#define EATHREAD_EATHREAD_CONDITION_H
#include <EABase/eabase.h>
#include <eathread/eathread.h>
#include <eathread/eathread_mutex.h>
#if defined(EA_DLL) && defined(EA_COMPILER_MSVC)
// Suppress warning about class 'EA::Thread::simple_list<T>' needs to have
// dll-interface to be used by clients of class which have a templated member.
//
// These templates cannot be instantiated outside of the DLL. If you try, a
// link error will result. This compiler warning is intended to notify users
// of this.
EA_DISABLE_VC_WARNING(4251)
#endif
#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
/////////////////////////////////////////////////////////////////////////
/// EAConditionData
///
/// This is used internally by class Condition.
/// Todo: Consider moving this declaration into a platform-specific
/// header file.
///
#if defined(EA_PLATFORM_SONY)
// Condition variables are built into Posix/Unix.
#include <kernel.h>
#include <eathread/internal/timings.h>
struct EAConditionData
{
ScePthreadCond mCV;
EAConditionData();
};
#elif (defined(EA_PLATFORM_UNIX) || EA_POSIX_THREADS_AVAILABLE) && EA_THREADS_AVAILABLE
// Condition variables are built into Posix/Unix.
#include <pthread.h>
struct EAConditionData
{
pthread_cond_t mCV;
EAConditionData();
};
#else // All other platforms
#include <eathread/eathread_semaphore.h>
#include <eathread/eathread_atomic.h>
struct EATHREADLIB_API EAConditionData
{
EA::Thread::AtomicInt32 mnWaitersBlocked;
int mnWaitersToUnblock;
int mnWaitersDone;
EA::Thread::Semaphore mSemaphoreBlockQueue;
EA::Thread::Semaphore mSemaphoreBlockLock;
EA::Thread::Mutex mUnblockLock;
EAConditionData();
private:
// Prevent default generation of these functions by declaring but not defining them.
EAConditionData(const EAConditionData& rhs); // copy constructor
EAConditionData& operator=(const EAConditionData& rhs); // assignment operator
};
#endif
namespace EA
{
namespace Thread
{
#if defined(EA_PLATFORM_SONY)
static const int CONDITION_VARIABLE_NAME_LENGTH_MAX = 31;
#else
static const int CONDITION_VARIABLE_NAME_LENGTH_MAX = 15;
#endif
/// ConditionParameters
/// Specifies condition variable settings.
struct EATHREADLIB_API ConditionParameters
{
bool mbIntraProcess; /// True if the Condition is intra-process, else inter-process.
char mName[CONDITION_VARIABLE_NAME_LENGTH_MAX + 1]; /// Condition name, applicable only to platforms that recognize named synchronization objects.
ConditionParameters(bool bIntraProcess = true, const char* pName = NULL);
};
/// Condition
/// Implements a condition variable thread synchronization primitive. A condition variable is usually the
/// appropriate thread synchronization mechanism for producer/consumer situations whereby one or more
/// threads create data for one or more other threads to work on, such as is the case with a message queue.
///
/// To use a condition variable to wait for resource, you Lock the Mutex for that resource, then (in a loop)
/// check and Wait on a condition variable that you associate with the mutex. Upon calling Wait,
/// the Lock will be released so that other threads can adjust the resource. Upon return from Wait,
/// the Mutex is re-locked for the caller. To use a Condition to signal a change in something, you simply
/// call the Signal function. In the case of Signal(false), one blocking waiter will be released,
/// whereas with Signal(true), all blocking waiters will be released. Upon release of single or multiple
/// waiting threads, the Lock is contested for by all of them, so in the case or more than one waiter,
/// only one will immediately come away with ownership of the lock.
class EATHREADLIB_API Condition
{
public:
enum Result
{
kResultOK = 0,
kResultError = -1,
kResultTimeout = -2
};
/// Condition
/// For immediate default initialization, use no args.
/// For custom immediate initialization, supply a first argument.
/// For deferred initialization, use Condition(NULL, false) then later call Init.
/// For deferred initialization of an array of objects, create an empty
/// subclass whose default constructor chains back to Condition(NULL, false).
Condition(const ConditionParameters* pConditionParameters = NULL, bool bDefaultParameters = true);
/// ~Condition
/// Destroys the Condition object. If any threads that are blocking while waiting on
/// while the Condition is destroyed, the resulting behaviour is undefined.
~Condition();
/// Init
/// Initializes the Condition.
bool Init(const ConditionParameters* pConditionParameters);
/// Wait
/// Waits for the Condition with timeout. You must have a Mutex
/// (that you conceptually associate with the resource) locked before
/// calling this function or else the resulting behaviour is undefined.
/// Within a while loop, check the resource state and call Wait if the
/// necessary condition is not met.
///
/// The call to Wait associates the Condition with your mutex, so it can
/// then unlock the mutex/resource (allows another thread to fill the resource).
///
/// Upon non-error return of Wait, the mutex will be re-locked by the calling
/// thread, even if the result is a timeout. Upon returning from wait, before
/// doing any processing as a result of a Signal, your loop should always re-check
/// the resource state. The Posix Wait specification explicitly notes
/// that uncommon 'spurious wakeups' are possible and so should be tested
/// for. It impossible to test for a spurious wakeup from within this Wait
/// function, as this function can't know the resource state that caused the
/// Signal to occur.
///
/// It should be noted that upon a kResultOK return from Wait, the user should
/// not assume that what the user was waiting on is still available. The signaling
/// of a Condition should be considered merely a hint to the waiter that the user
/// can probably proceed. Also, the user should usually call Wait only if the
/// user has nothing to wait for; the user should check for this before calling Wait.
///
/// Note that the timeout is specified in absolute time and not relative time.
///
/// Note also that due to the way thread scheduling works -- particularly in a
/// time-sliced threading environment -- that the timeout value is a hint and
/// the actual amount of time passed before the timeout occurs may be significantly
/// more or less than the specified timeout time.
///
Result Wait(Mutex* pMutex, const ThreadTime& timeoutAbsolute = kTimeoutNone);
/// Signal
/// Releases one or all waiters, depending on the input 'bBroadcast' argument.
/// The waiters will then contest for the Lock.
bool Signal(bool bBroadcast = false);
/// GetPlatformData
/// Returns the platform-specific data handle for debugging uses or
/// other cases whereby special (and non-portable) uses are required.
void* GetPlatformData()
{ return &mConditionData; }
protected:
EAConditionData mConditionData;
private:
// Objects of this class are not copyable.
Condition(const Condition&){}
Condition& operator=(const Condition&){ return *this; }
};
/// ConditionFactory
///
/// Implements a factory-based creation and destruction mechanism for class Condition.
/// A primary use of this would be to allow the Condition implementation to reside in
/// a private library while users of the class interact only with the interface
/// header and the factory. The factory provides conventional create/destroy
/// semantics which use global operator new, but also provides manual construction/
/// destruction semantics so that the user can provide for memory allocation
/// and deallocation.
class EATHREADLIB_API ConditionFactory
{
public:
static Condition* CreateCondition(); // Internally implemented as: return new Condition;
static void DestroyCondition(Condition* pCondition); // Internally implemented as: delete pCondition;
static size_t GetConditionSize(); // Internally implemented as: return sizeof(Condition);
static Condition* ConstructCondition(void* pMemory); // Internally implemented as: return new(pMemory) Condition;
static void DestructCondition(Condition* pCondition); // Internally implemented as: pCondition->~Condition();
};
} // namespace Thread
} // namespace EA
#if defined(EA_DLL) && defined(EA_COMPILER_MSVC)
// re-enable warning 4251 (it's a level-1 warning and should not be suppressed globally)
EA_RESTORE_VC_WARNING()
#endif
#endif // EATHREAD_EATHREAD_CONDITION_H