/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ /***************************************************************************** * * $/Plasma20/Sources/Plasma/NucleusLib/pnAsyncCoreExe/Private/W9x/pnAceW9xThread.cpp * ***/ #include "../../Pch.h" #pragma hdrstop #include "pnAceW9xInt.h" namespace W9x { /***************************************************************************** * * Private data * ***/ const unsigned kThreadCount = 2; static CCritSect s_critSect; static bool s_destroying; static HANDLE s_destroyEvent; static unsigned s_sequence; static HANDLE s_shutdownEvent; static HANDLE s_signalEvent; static HANDLE s_thread[kThreadCount]; /**************************************************************************** * * ThreadWaitRec * ***/ struct ThreadWaitRec { HANDLE event; LINK(ThreadWaitRec) link; }; /**************************************************************************** * * CThreadDispRec * ***/ class CThreadDispRec { private: CThreadDispObject * m_object; void * m_op; AsyncId m_ioId; LISTDECL(ThreadWaitRec, link) m_waitList; public: LINK(CThreadDispRec) m_link; CThreadDispRec ( CThreadDispObject * object, void * op, AsyncId * asyncId ); ~CThreadDispRec (); void Complete (CCritSect * critSect); AsyncId GetId () const { return m_ioId; } void LinkWait (ThreadWaitRec * wait); }; static LISTDECL(CThreadDispRec, m_link) s_dispList; static LISTDECL(CThreadDispRec, m_link) s_dispInProcList; //=========================================================================== CThreadDispRec::CThreadDispRec ( CThreadDispObject * object, void * op, AsyncId * asyncId ) : m_object(object), m_op(op) { s_critSect.Enter(); // Verify that this module is not being destroyed ASSERT(!s_destroying); // Increment the owning object's reference count object->IncRef(); // Assign an id m_ioId = (AsyncId)++s_sequence; if (!m_ioId) m_ioId = (AsyncId)++s_sequence; *asyncId = m_ioId; // Link this record to the dispatch list s_dispList.Link(this); s_critSect.Leave(); } //=========================================================================== CThreadDispRec::~CThreadDispRec () { // Delete the operation data CThreadDispObject * object = m_object; object->Delete(m_op); s_critSect.Enter(); // Unlink this record m_link.Unlink(); // Wake up all threads blocking on this operation. We must unlink each // wait record before we signal it. for (ThreadWaitRec * rec; (rec = m_waitList.Head()) != nil; ) { m_waitList.Unlink(rec); SetEvent(rec->event); } // Decrement the owning object's reference count object->DecRef(); s_critSect.Leave(); } //=========================================================================== void CThreadDispRec::Complete (CCritSect * critSect) { m_object->Complete(m_op, critSect, m_ioId); } //=========================================================================== void CThreadDispRec::LinkWait (ThreadWaitRec * wait) { // The caller should have already claimed the critical section before // calling this function m_waitList.Link(wait); } /**************************************************************************** * * CThreadDispObject * ***/ //=========================================================================== CThreadDispObject::CThreadDispObject () { IncRef(); } //=========================================================================== void CThreadDispObject::Close () { s_critSect.Enter(); DecRef(); s_critSect.Leave(); } //=========================================================================== AsyncId CThreadDispObject::Queue (void * op) { AsyncId asyncId = 0; NEW(CThreadDispRec)(this, op, &asyncId); SetEvent(s_signalEvent); return asyncId; } /**************************************************************************** * * Thread procedure * ***/ //=========================================================================== static unsigned CALLBACK W9xThreadProc (AsyncThread *) { // Perform the main thread loop for (;;) { unsigned timeout = (unsigned)-1; // If an operation is queued, complete it and dispatch a notification. // The code that processes the operation is responsible for leaving // our critical section. This ensures that operations are completed // in order. s_critSect.Enter(); CThreadDispRec * rec = s_dispList.Head(); if (rec) { s_dispInProcList.Link(rec); rec->Complete(&s_critSect); DEL(rec); timeout = 0; } else { s_critSect.Leave(); } // Consume events, check for destruction, and block if we have // nothing to do. HANDLE events[] = {s_destroyEvent, s_signalEvent}; dword result = WaitForMultipleObjects( arrsize(events), events, FALSE, INFINITE ); if (result == WAIT_OBJECT_0) return 0; } } /**************************************************************************** * * Exported functions * ***/ //=========================================================================== void W9xThreadDestroy ( unsigned exitThreadWaitMs ) { // Wait until all outstanding I/O is complete. We allow new I/O // operations to be queued while old ones are completing. s_critSect.Enter(); while (s_dispList.Head() || s_dispInProcList.Head()) { s_critSect.Leave(); Sleep(10); s_critSect.Enter(); } // Once all I/O operations are complete, we disallow any future // I/O operations from being queued. s_destroying = true; s_critSect.Leave(); // Signal thread destruction if (s_destroyEvent) SetEvent(s_destroyEvent); // Wait for thread destruction for (unsigned thread = kThreadCount; thread--; ) if (s_thread[thread]) { // Wait for the thread to terminate WaitForSingleObject(s_thread[thread], exitThreadWaitMs); // Close the thread handle CloseHandle(s_thread[thread]); s_thread[thread] = 0; } // Destroy internal modules W9xSocketDestroy(); // Destroy events if (s_destroyEvent) { CloseHandle(s_destroyEvent); s_destroyEvent = 0; } if (s_shutdownEvent) { CloseHandle(s_shutdownEvent); s_shutdownEvent = 0; } if (s_signalEvent) { CloseHandle(s_signalEvent); s_signalEvent = 0; } } //=========================================================================== void W9xThreadInitialize () { // Reset static variables s_destroying = false; // Create a manual reset event to use for signaling thread destruction if (s_destroyEvent) ResetEvent(s_destroyEvent); else { s_destroyEvent = CreateEvent(nil, TRUE, FALSE, nil); ASSERT(s_destroyEvent); } // Create an auto-reset event to use for signaling the thread to process // notifications if (!s_signalEvent) { s_signalEvent = CreateEvent(nil, FALSE, FALSE, nil); ASSERT(s_signalEvent); } // Create a manual reset event to use for signaling application shutdown if (s_shutdownEvent) ResetEvent(s_shutdownEvent); else { s_shutdownEvent = CreateEvent(nil, TRUE, FALSE, nil); ASSERT(s_shutdownEvent); } // Create threads for (unsigned thread = 0; thread < kThreadCount; ++thread) { if (!s_thread[thread]) { s_thread[thread] = (HANDLE) AsyncThreadCreate( W9xThreadProc, (void *) thread, L"W9xWorkerThread" ); } } } //=========================================================================== void W9xThreadSignalShutdown () { SetEvent(s_shutdownEvent); } //=========================================================================== void W9xThreadSleep ( unsigned sleepMs ) { Sleep(sleepMs); } //=========================================================================== void W9xThreadWaitForShutdown () { // We know that the applicaton is finished initializing at this point. // While it was still initializing, it may have returned an infinite // sleep time from the idle procedure, which would prevent us from ever // calling it again. Therefore, we trigger an idle callback here. SetEvent(s_signalEvent); // Wait for the application to signal shutdown WaitForSingleObject(s_shutdownEvent, INFINITE); } //=========================================================================== bool W9xThreadWaitId ( AsyncFile file, AsyncId asyncId, unsigned timeoutMs ) { REF(file); // Find a pending I/O operation with the given id s_critSect.Enter(); CThreadDispRec * disp; for (disp = s_dispList.Head(); disp && (disp->GetId() != asyncId); disp = s_dispList.Next(disp)) ; if (!disp) for (disp = s_dispInProcList.Head(); disp && (disp->GetId() != asyncId); disp = s_dispInProcList.Next(disp)) ; // If we couldn't find the given id, the operation must have already // completed, so return true. if (!disp) { s_critSect.Leave(); return true; } // The operation has not completed. If the timeout is zero, return // false. if (!timeoutMs) { s_critSect.Leave(); return false; } // Create a wait event HANDLE event = CreateEvent(nil, FALSE, FALSE, nil); // Create a wait record and link it to the I/O operation ThreadWaitRec wait; wait.event = event; disp->LinkWait(&wait); s_critSect.Leave(); // Wait for the operation to complete DWORD result = WaitForSingleObject(event, timeoutMs); // If the operation completed then the dispatcher unlinked our wait // record before signaling it. We can simply free the event and return. if (result == WAIT_OBJECT_0) { CloseHandle(event); return true; } // Unlink our wait record from the I/O operation s_critSect.Enter(); wait.link.Unlink(); s_critSect.Leave(); // Free the event CloseHandle(event); // Return false, because the operation did not complete during the // timeout period return false; } } // namespace W9x