mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
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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int32 ThreadInterlockedCompareExchange(LONG volatile* pDest, int32 value, int32 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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