mirror of
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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
489 lines
16 KiB
C++
489 lines
16 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#include "eathread/eathread_thread.h"
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#include "eathread/eathread.h"
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#include "eathread/eathread_sync.h"
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#include "eathread/eathread_callstack.h"
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#include "eathread/internal/eathread_global.h"
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namespace EA
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{
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namespace Thread
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{
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extern Allocator* gpAllocator;
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static AtomicInt32 nLastProcessor = 0;
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const size_t kMaxThreadDynamicDataCount = 128;
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struct EAThreadGlobalVars
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{
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char gThreadDynamicData[kMaxThreadDynamicDataCount][sizeof(EAThreadDynamicData)];
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AtomicInt32 gThreadDynamicDataAllocated[kMaxThreadDynamicDataCount];
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Mutex gThreadDynamicMutex;
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};
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EATHREAD_GLOBALVARS_CREATE_INSTANCE;
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EAThreadDynamicData* AllocateThreadDynamicData()
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{
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for (size_t i(0); i < kMaxThreadDynamicDataCount; ++i)
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{
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if (EATHREAD_GLOBALVARS.gThreadDynamicDataAllocated[i].SetValueConditional(1, 0))
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return (EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData[i];
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}
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// This is a safety fallback mechanism. In practice it won't be used in almost all situations.
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if (gpAllocator)
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return (EAThreadDynamicData*)gpAllocator->Alloc(sizeof(EAThreadDynamicData));
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return nullptr;
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}
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void FreeThreadDynamicData(EAThreadDynamicData* pEAThreadDynamicData)
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{
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pEAThreadDynamicData->~EAThreadDynamicData();
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if ((pEAThreadDynamicData >= (EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData) && (pEAThreadDynamicData < ((EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData + kMaxThreadDynamicDataCount)))
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{
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EATHREAD_GLOBALVARS.gThreadDynamicDataAllocated[pEAThreadDynamicData - (EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData].SetValue(0);
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}
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else
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{
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// Assume the data was allocated via the fallback mechanism.
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if (gpAllocator)
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{
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gpAllocator->Free(pEAThreadDynamicData);
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}
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}
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}
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EAThreadDynamicData* FindThreadDynamicData(ThreadId threadId)
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{
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for (size_t i(0); i < kMaxThreadDynamicDataCount; ++i)
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{
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EAThreadDynamicData* const pTDD = (EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData[i];
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if (pTDD->mpComp && pTDD->mpComp->mThread.get_id() == threadId)
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return pTDD;
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}
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return nullptr; // This is no practical way we can find the data unless thread-specific storage was involved.
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}
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EAThreadDynamicData* FindThreadDynamicData(EA::Thread::ThreadUniqueId threadId)
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{
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for (size_t i(0); i < kMaxThreadDynamicDataCount; ++i)
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{
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EAThreadDynamicData* const pTDD = (EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData[i];
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if (pTDD->mUniqueThreadId == threadId)
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return pTDD;
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}
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return nullptr; // This is no practical way we can find the data unless thread-specific storage was involved.
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}
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EAThreadDynamicData* FindThreadDynamicData(EA::Thread::SysThreadId sysThreadId)
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{
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for (size_t i(0); i < kMaxThreadDynamicDataCount; ++i)
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{
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EAThreadDynamicData* const pTDD = (EAThreadDynamicData*)EATHREAD_GLOBALVARS.gThreadDynamicData[i];
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if (pTDD->mpComp && pTDD->mpComp->mThread.native_handle() == sysThreadId)
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return pTDD;
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}
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// NOTE: This function does not support finding externally created threads due to limitations in the CPP11 std::thread API.
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// At the time of writing, it is not possible to retrieve the thread object of a thread not created by the CPP11 API.
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return nullptr; // This is no practical way we can find the data unless thread-specific storage was involved.
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}
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}
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}
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EA_DISABLE_VC_WARNING(4355) // this used in base member initializer list - should be safe in this context
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EAThreadDynamicData::EAThreadDynamicData(void* userFunc, void* userContext, void* userWrapperFunc, ThreadFunc threadFunc) :
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mnRefCount(2), // Init ref count to 2, one corresponding release happens on threadFunc exit and the other when Thread class is destroyed or Begin is called again
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mStatus(EA::Thread::Thread::kStatusNone),
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mpComp(nullptr)
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{
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mpComp = new EAThreadComposite();
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if(mpComp)
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mpComp->mThread = std::thread(threadFunc, this, userFunc, userContext, userWrapperFunc); // This doesn't spawn CPP11 threads when created within the EAThreadComposite constructor.
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}
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EAThreadDynamicData::EAThreadDynamicData(EA::Thread::ThreadUniqueId uniqueThreadId, const char* pThreadName) :
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mnRefCount(2), // Init ref count to 2, one corresponding release happens on threadFunc exit and the other when Thread class is destroyed or Begin is called again
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mStatus(EA::Thread::Thread::kStatusNone),
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mpComp(nullptr),
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mUniqueThreadId(uniqueThreadId)
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{
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strncpy(mName, pThreadName, EATHREAD_NAME_SIZE);
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mName[EATHREAD_NAME_SIZE - 1] = 0;
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}
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EA_RESTORE_VC_WARNING()
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EAThreadDynamicData::~EAThreadDynamicData()
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{
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if (mpComp->mThread.joinable())
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mpComp->mThread.detach();
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if(mpComp)
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delete mpComp;
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mpComp = nullptr;
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// the threads, promises, and futures in this class will
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// allocate memory with the Concurrency runtime new/delete operators.
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// If you're crashing in here with access violations on process exit,
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// then you likely have a static instance of EA::Thread::Thread somewhere
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// that's being destructed after your memory system is uninitialized
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// leaving dangling pointers to bad memory. Attempt to change
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// these static instances to be constructed/destructed with the scope
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// of normal app operation.
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}
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void EAThreadDynamicData::AddRef()
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{
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mnRefCount.Increment();
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}
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void EAThreadDynamicData::Release()
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{
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if(mnRefCount.Decrement() == 0)
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EA::Thread::FreeThreadDynamicData(this);
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}
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namespace EA
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{
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namespace Thread
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{
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ThreadParameters::ThreadParameters() :
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mpStack(NULL),
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mnStackSize(0),
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mnPriority(kThreadPriorityDefault),
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mnProcessor(kProcessorDefault),
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mpName(""),
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mbDisablePriorityBoost(false)
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{
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}
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RunnableFunctionUserWrapper Thread::sGlobalRunnableFunctionUserWrapper = NULL;
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RunnableClassUserWrapper Thread::sGlobalRunnableClassUserWrapper = NULL;
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AtomicInt32 Thread::sDefaultProcessor = kProcessorAny;
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RunnableFunctionUserWrapper Thread::GetGlobalRunnableFunctionUserWrapper()
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{
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return sGlobalRunnableFunctionUserWrapper;
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}
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void Thread::SetGlobalRunnableFunctionUserWrapper(RunnableFunctionUserWrapper pUserWrapper)
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{
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if (sGlobalRunnableFunctionUserWrapper != NULL)
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{
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// Can only be set once in entire game.
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EAT_ASSERT(false);
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}
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else
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{
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sGlobalRunnableFunctionUserWrapper = pUserWrapper;
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}
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}
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RunnableClassUserWrapper Thread::GetGlobalRunnableClassUserWrapper()
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{
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return sGlobalRunnableClassUserWrapper;
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}
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void Thread::SetGlobalRunnableClassUserWrapper(RunnableClassUserWrapper pUserWrapper)
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{
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if (sGlobalRunnableClassUserWrapper != NULL)
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{
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// Can only be set once in entire game.
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EAT_ASSERT(false);
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}
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else
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{
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sGlobalRunnableClassUserWrapper = pUserWrapper;
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}
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}
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Thread::Thread()
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{
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mThreadData.mpData = NULL;
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}
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Thread::Thread(const Thread& t) :
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mThreadData(t.mThreadData)
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{
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if (mThreadData.mpData)
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mThreadData.mpData->AddRef();
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}
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Thread& Thread::operator=(const Thread& t)
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{
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// We don't synchronize access to mpData; we assume that the user
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// synchronizes it or this Thread instances is used from a single thread.
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if (t.mThreadData.mpData)
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t.mThreadData.mpData->AddRef();
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if (mThreadData.mpData)
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mThreadData.mpData->Release();
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mThreadData = t.mThreadData;
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return *this;
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}
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Thread::~Thread()
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{
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// We don't synchronize access to mpData; we assume that the user
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// synchronizes it or this Thread instances is used from a single thread.
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if (mThreadData.mpData)
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mThreadData.mpData->Release();
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}
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static void RunnableFunctionInternal(EAThreadDynamicData* tdd, void* userFunc, void* userContext, void* userWrapperFunc)
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{
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tdd->mStatus = Thread::kStatusRunning;
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tdd->mpStackBase = EA::Thread::GetStackBase();
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RunnableFunction pFunction = (RunnableFunction)userFunc;
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if (userWrapperFunc)
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{
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RunnableFunctionUserWrapper pWrapperFunction = (RunnableFunctionUserWrapper)userWrapperFunc;
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// if user wrapper is specified, call user wrapper and pass down the pFunction and pContext
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tdd->mpComp->mReturnPromise.set_value(pWrapperFunction(pFunction, userContext));
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}
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else
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{
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tdd->mpComp->mReturnPromise.set_value(pFunction(userContext));
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}
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tdd->mStatus = Thread::kStatusEnded;
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tdd->Release(); // Matches an implicit AddRef in EAThreadDynamicData constructor
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}
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ThreadId Thread::Begin(RunnableFunction pFunction, void* pContext, const ThreadParameters* pTP, RunnableFunctionUserWrapper pUserWrapper)
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{
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// Check there is an entry for the current thread context in our ThreadDynamicData array.
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ThreadUniqueId threadUniqueId;
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EAThreadGetUniqueId(threadUniqueId);
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if(!FindThreadDynamicData(threadUniqueId))
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{
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EAThreadDynamicData* pData = new(AllocateThreadDynamicData()) EAThreadDynamicData(threadUniqueId, "external");
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if(pData)
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{
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pData->AddRef(); // AddRef for ourselves, to be released upon this Thread class being deleted or upon Begin being called again for a new thread.
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// Do no AddRef for thread execution because this is not an EAThread managed thread.
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}
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}
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if (mThreadData.mpData)
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mThreadData.mpData->Release(); // Matches an implicit AddRef in EAThreadDynamicData constructor
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// C++11 Threads don't support user-supplied stacks. A user-supplied stack pointer
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// here would be a waste of user memory, and so we assert that mpStack == NULL.
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EAT_ASSERT(!pTP || (pTP->mpStack == NULL));
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// We use the pData temporary throughout this function because it's possible that mThreadData.mpData could be
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// modified as we are executing, in particular in the case that mThreadData.mpData is destroyed and changed
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// during execution.
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EAThreadDynamicData* pDataAddr = AllocateThreadDynamicData();
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EAT_ASSERT(pDataAddr != nullptr);
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EAThreadDynamicData* pData = new(pDataAddr) EAThreadDynamicData(pFunction, pContext, pUserWrapper, RunnableFunctionInternal); // Note that we use a special new here which doesn't use the heap.
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EAT_ASSERT(pData != nullptr);
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mThreadData.mpData = pData;
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if (pTP)
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SetName(pTP->mpName);
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return pData->mpComp->mThread.get_id();
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}
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static void RunnableObjectInternal(EAThreadDynamicData* tdd, void* userFunc, void* userContext, void* userWrapperFunc)
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{
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tdd->mStatus = Thread::kStatusRunning;
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IRunnable* pRunnable = (IRunnable*)userFunc;
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if (userWrapperFunc)
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{
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RunnableClassUserWrapper pWrapperFunction = (RunnableClassUserWrapper)userWrapperFunc;
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// if user wrapper is specified, call user wrapper and pass down the pFunction and pContext
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tdd->mpComp->mReturnPromise.set_value(pWrapperFunction(pRunnable, userContext));
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}
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else
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{
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tdd->mpComp->mReturnPromise.set_value(pRunnable->Run(userContext));
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}
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tdd->mStatus = Thread::kStatusEnded;
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tdd->Release(); // Matches implicit AddRef in EAThreadDynamicData constructor
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}
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ThreadId Thread::Begin(IRunnable* pRunnable, void* pContext, const ThreadParameters* pTP, RunnableClassUserWrapper pUserWrapper)
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{
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if (mThreadData.mpData)
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mThreadData.mpData->Release(); // Matches an implicit AddRef in EAThreadDynamicData constructor
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// C++11 Threads don't support user-supplied stacks. A user-supplied stack pointer
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// here would be a waste of user memory, and so we assert that mpStack == NULL.
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EAT_ASSERT(!pTP || (pTP->mpStack == NULL));
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// We use the pData temporary throughout this function because it's possible that mThreadData.mpData could be
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// modified as we are executing, in particular in the case that mThreadData.mpData is destroyed and changed
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// during execution.
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EAThreadDynamicData* pDataAddr = AllocateThreadDynamicData();
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EAT_ASSERT(pDataAddr != nullptr);
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EAThreadDynamicData* pData = new(pDataAddr) EAThreadDynamicData(pRunnable, pContext, pUserWrapper, RunnableObjectInternal); // Note that we use a special new here which doesn't use the heap.
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EAT_ASSERT(pData != nullptr);
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mThreadData.mpData = pData;
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if (pTP)
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SetName(pTP->mpName);
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EAT_ASSERT(pData && pData->mpComp);
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return pData->mpComp->mThread.get_id();
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}
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Thread::Status Thread::WaitForEnd(const ThreadTime& timeoutAbsolute, intptr_t* pThreadReturnValue)
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{
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// The mThreadData memory is shared between threads and when
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// reading it we must be synchronized.
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EAReadWriteBarrier();
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// A mutex lock around mpData is not needed below because
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// mpData is never allowed to go from non-NULL to NULL.
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// Todo: Consider that there may be a subtle race condition here if
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// the user immediately calls WaitForEnd right after calling Begin.
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if (mThreadData.mpData && mThreadData.mpData->mpComp)
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{
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// We must not call WaitForEnd from the thread we are waiting to end. That would result in a deadlock.
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EAT_ASSERT(mThreadData.mpData->mpComp->mThread.get_id() != GetThreadId());
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std::chrono::milliseconds timeoutAbsoluteMs(timeoutAbsolute);
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std::chrono::time_point<std::chrono::system_clock> timeoutTime(timeoutAbsoluteMs);
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if (mThreadData.mpData->mpComp->mReturnFuture.wait_until(timeoutTime) == std::future_status::timeout)
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{
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return kStatusRunning;
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}
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if (pThreadReturnValue)
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{
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mThreadData.mpData->mReturnValue = mThreadData.mpData->mpComp->mReturnFuture.get();
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*pThreadReturnValue = mThreadData.mpData->mReturnValue;
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}
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mThreadData.mpData->mpComp->mThread.join();
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return kStatusEnded; // A thread was created, so it must have ended.
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}
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else
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{
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// Else the user hasn't started the thread yet, so we wait until the user starts it.
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// Ideally, what we really want to do here is wait for some kind of signal.
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// Instead for the time being we do a polling loop.
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while ((!mThreadData.mpData) && (GetThreadTime() < timeoutAbsolute))
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{
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ThreadSleep(1);
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}
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if (mThreadData.mpData)
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return WaitForEnd(timeoutAbsolute);
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}
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return kStatusNone; // No thread has been started.
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}
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Thread::Status Thread::GetStatus(intptr_t* pThreadReturnValue) const
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{
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if (mThreadData.mpData && mThreadData.mpData->mpComp)
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{
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auto status = static_cast<Thread::Status>(mThreadData.mpData->mStatus.GetValue());
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if (pThreadReturnValue && status == kStatusEnded)
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{
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if (mThreadData.mpData->mpComp->mGetStatusFuture.valid())
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mThreadData.mpData->mReturnValue = mThreadData.mpData->mpComp->mGetStatusFuture.get();
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*pThreadReturnValue = mThreadData.mpData->mReturnValue;
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}
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return status;
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}
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return kStatusNone;
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}
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int Thread::GetPriority() const
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{
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// No way to query or set thread priority through standard C++11 thread library.
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// On some platforms this could be implemented through platform specific APIs using native_handle()
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return kThreadPriorityDefault;
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}
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bool Thread::SetPriority(int nPriority)
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{
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// No way to query or set thread priority through standard C++11 thread library.
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// On some platforms this could be implemented through platform specific APIs using native_handle()
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return false;
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}
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void Thread::SetProcessor(int nProcessor)
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{
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// No way to query or set thread priority through standard C++11 thread library.
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// On some platforms this could be implemented through platform specific APIs using native_handle()
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}
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void EA::Thread::Thread::SetAffinityMask(EA::Thread::ThreadAffinityMask nAffinityMask)
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{
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if(mThreadData.mpData)
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{
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EA::Thread::SetThreadAffinityMask(nAffinityMask);
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}
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}
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EA::Thread::ThreadAffinityMask EA::Thread::Thread::GetAffinityMask()
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{
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if(mThreadData.mpData)
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{
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return mThreadData.mpData->mnThreadAffinityMask;
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}
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return kThreadAffinityMaskAny;
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}
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void Thread::Wake()
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{
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// No way to wake a thread through standard C++11 thread library.
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// On some platforms this could be implemented through platform specific APIs using native_handle()
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}
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const char* Thread::GetName() const
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{
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if (mThreadData.mpData)
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return mThreadData.mpData->mName;
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return "";
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}
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void Thread::SetName(const char* pName)
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{
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if (mThreadData.mpData && pName)
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{
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strncpy(mThreadData.mpData->mName, pName, EATHREAD_NAME_SIZE);
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mThreadData.mpData->mName[EATHREAD_NAME_SIZE - 1] = 0;
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}
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}
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ThreadId Thread::GetId() const
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{
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if (mThreadData.mpData && mThreadData.mpData->mpComp)
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return mThreadData.mpData->mpComp->mThread.get_id();
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return kThreadIdInvalid;
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}
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}
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}
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