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365 lines
11 KiB
365 lines
11 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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/***************************************************************************** |
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* |
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* $/Plasma20/Sources/Plasma/NucleusLib/pnAsyncCoreExe/pnAceTimer.cpp |
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* |
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***/ |
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#include "Pch.h" |
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#pragma hdrstop |
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/**************************************************************************** |
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* |
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* Private |
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* |
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***/ |
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// timer callbacks |
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struct AsyncTimer { |
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PRIORITY_TIME(AsyncTimer) priority; |
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FAsyncTimerProc timerProc; |
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FAsyncTimerProc destroyProc; |
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void * param; |
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LINK(AsyncTimer) deleteLink; |
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}; |
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static CCritSect s_timerCrit; |
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static FAsyncTimerProc s_timerCurr; |
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static HANDLE s_timerThread; |
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static HANDLE s_timerEvent; |
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static bool s_running; |
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static PRIQDECL( |
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AsyncTimer, |
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PRIORITY_TIME(AsyncTimer), |
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priority |
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) s_timerProcs; |
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static LISTDECL( |
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AsyncTimer, |
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deleteLink |
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) s_timerDelete; |
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/**************************************************************************** |
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* |
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* Timer implementation |
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* |
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***/ |
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//=========================================================================== |
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static void UpdateTimer ( |
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AsyncTimer * timer, |
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unsigned timeMs, |
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unsigned flags |
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) { |
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// If the timer isn't already linked then it doesn't |
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// matter whether kAsyncTimerUpdateSetPriorityHigher is |
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// set; just add the timer to the queue |
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if (!timer->priority.IsLinked()) { |
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timer->priority.Set(timeMs); |
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s_timerProcs.Enqueue(timer); |
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} |
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else if (((flags & kAsyncTimerUpdateSetPriorityHigher) == 0) |
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|| !timer->priority.IsPriorityHigher(timeMs) |
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) { |
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timer->priority.Set(timeMs); |
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} |
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} |
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//=========================================================================== |
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static unsigned CallTimerProc (AsyncTimer * t, FAsyncTimerProc timerProc) { |
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// Cache parameters to make timer callback outside critical section |
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s_timerCurr = timerProc; |
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// Leave critical section to make timer callback |
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s_timerCrit.Leave(); |
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unsigned sleepMs = s_timerCurr(t->param); |
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s_timerCurr = nil; |
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s_timerCrit.Enter(); |
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return sleepMs; |
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} |
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//=========================================================================== |
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// inline because it is called only once |
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static inline unsigned RunTimers () { |
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unsigned currTimeMs = TimeGetMs(); |
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for (;;) { |
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// Delete old timers |
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while (AsyncTimer * t = s_timerDelete.Head()) { |
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if (t->destroyProc) |
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CallTimerProc(t, t->destroyProc); |
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delete t; |
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} |
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// Get first timer to run |
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AsyncTimer * t = s_timerProcs.Root(); |
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if (!t) |
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return INFINITE; |
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// If it isn't time to run this timer then exit |
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unsigned sleepMs; |
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if (0 < (signed) (sleepMs = (unsigned) t->priority.Get() - currTimeMs)) |
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return sleepMs; |
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// Remove from timer queue and call timer |
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s_timerProcs.Dequeue(); |
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sleepMs = CallTimerProc(t, t->timerProc); |
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// Note if return is kAsyncTimeInfinite, we do not remove the timer |
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// from the queue. Some users depend on the fact that they can |
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// call AsyncTimerUpdate and not get overridden by a return from the |
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// handler at the same time. |
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// Requeue timer |
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currTimeMs = TimeGetMs(); |
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if (sleepMs != kAsyncTimeInfinite) |
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UpdateTimer(t, sleepMs + currTimeMs, kAsyncTimerUpdateSetPriorityHigher); |
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} |
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} |
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//=========================================================================== |
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static unsigned THREADCALL TimerThreadProc (AsyncThread *) { |
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do { |
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s_timerCrit.Enter(); |
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const unsigned sleepMs = RunTimers(); |
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s_timerCrit.Leave(); |
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WaitForSingleObject(s_timerEvent, sleepMs); |
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} while (s_running); |
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return 0; |
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} |
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//=========================================================================== |
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// inline because it is called only once |
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static inline void InitializeTimer () { |
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if (!s_timerThread) { |
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s_running = true; |
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s_timerEvent = CreateEvent( |
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(LPSECURITY_ATTRIBUTES) nil, |
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false, // auto-reset event |
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false, // initial state = off |
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(LPCTSTR) nil |
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); |
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if (!s_timerEvent) |
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ErrorAssert(__LINE__, __FILE__, "CreateEvent %u", GetLastError()); |
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s_timerThread = (HANDLE) AsyncThreadCreate( |
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TimerThreadProc, |
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nil, |
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L"AsyncTimerThread" |
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); |
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} |
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} |
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/**************************************************************************** |
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* |
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* Module functions |
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* |
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***/ |
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//=========================================================================== |
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void TimerDestroy (unsigned exitThreadWaitMs) { |
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s_running = false; |
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if (s_timerThread) { |
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SetEvent(s_timerEvent); |
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WaitForSingleObject(s_timerThread, exitThreadWaitMs); |
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CloseHandle(s_timerThread); |
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s_timerThread = nil; |
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} |
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if (s_timerEvent) { |
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CloseHandle(s_timerEvent); |
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s_timerEvent = nil; |
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} |
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// Cleanup any timers that have been stopped but not deleted |
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s_timerCrit.Enter(); |
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while (AsyncTimer * t = s_timerDelete.Head()) { |
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if (t->destroyProc) |
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CallTimerProc(t, t->destroyProc); |
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delete t; |
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} |
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s_timerCrit.Leave(); |
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if (AsyncTimer * timer = s_timerProcs.Root()) |
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ErrorAssert(__LINE__, __FILE__, "TimerProc not destroyed: %p", timer->timerProc); |
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} |
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/**************************************************************************** |
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* |
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* Exported functions |
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* |
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***/ |
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//=========================================================================== |
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// 1. Timer procs do not get starved by I/O, they are called periodically. |
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// 2. Timer procs will never be called by multiple threads simultaneously. |
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void AsyncTimerCreate ( |
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AsyncTimer ** timer, |
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FAsyncTimerProc timerProc, |
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unsigned callbackMs, |
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void * param |
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) { |
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ASSERT(timer); |
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ASSERT(timerProc); |
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// Allocate timer outside critical section |
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AsyncTimer * t = new AsyncTimer; |
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t->timerProc = timerProc; |
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t->destroyProc = nil; |
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t->param = param; |
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t->priority.Set(TimeGetMs() + callbackMs); |
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// Set result pointer before queueing timer |
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// so that the value is set before a callback |
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*timer = t; |
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bool setEvent; |
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s_timerCrit.Enter(); |
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{ |
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InitializeTimer(); |
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// Does this timer need to be queued? |
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if (callbackMs != kAsyncTimeInfinite) |
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s_timerProcs.Enqueue(t); |
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// Does the timer thread need to be awakened? |
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setEvent = t == s_timerProcs.Root(); |
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} |
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s_timerCrit.Leave(); |
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if (setEvent) |
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SetEvent(s_timerEvent); |
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} |
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//=========================================================================== |
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// Timer procs can be in the process of getting called in |
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// another thread during the unregister function -- be careful! |
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// -- waitComplete = will wait until the timer has been unregistered and is |
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// no longer in the process of being called before returning. The flag may only |
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// be set by init/destruct threads, not I/O worker threads. In addition, extreme |
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// care should be used to avoid a deadlock when this flag is set; in general, it |
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// is a good idea not to hold any locks or critical sections when setting the flag. |
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void AsyncTimerDelete ( |
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AsyncTimer * timer, |
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unsigned flags |
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) { |
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// If the timer has already been destroyed then exit |
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ASSERT(timer); |
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// Wait for timer before exiting function? |
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FAsyncTimerProc timerProc; |
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if (flags & kAsyncTimerDestroyWaitComplete) |
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timerProc = timer->timerProc; |
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else |
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timerProc = nil; |
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AsyncTimerDeleteCallback(timer, nil); |
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// Wait until the timer procedure completes |
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if (timerProc) { |
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while (s_timerCurr == timerProc) |
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Sleep(1); |
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} |
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} |
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//=========================================================================== |
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void AsyncTimerDeleteCallback ( |
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AsyncTimer * timer, |
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FAsyncTimerProc destroyProc |
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) { |
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// If the timer has already been destroyed then exit |
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ASSERT(timer); |
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ASSERT(!timer->deleteLink.IsLinked()); |
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// Link the timer to the deletion list |
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s_timerCrit.Enter(); |
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{ |
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timer->destroyProc = destroyProc; |
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s_timerDelete.Link(timer); |
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} |
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s_timerCrit.Leave(); |
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// Force the timer thread to wake up and perform the deletion |
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if (destroyProc) |
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SetEvent(s_timerEvent); |
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} |
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//=========================================================================== |
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// To set the time value for a timer, use this function with flags = 0. |
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// To set the time to MoreRecentOf(nextTimerCallbackMs, callbackMs), use SETPRIORITYHIGHER |
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void AsyncTimerUpdate ( |
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AsyncTimer * timer, |
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unsigned callbackMs, |
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unsigned flags |
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) { |
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ASSERT(timer); |
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bool setEvent; |
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s_timerCrit.Enter(); |
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{ |
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if (callbackMs != kAsyncTimeInfinite) { |
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UpdateTimer(timer, callbackMs + TimeGetMs(), flags); |
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setEvent = timer == s_timerProcs.Root(); |
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} |
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else { |
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if ((flags & kAsyncTimerUpdateSetPriorityHigher) == 0) |
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timer->priority.Unlink(); |
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setEvent = false; |
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} |
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} |
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s_timerCrit.Leave(); |
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if (setEvent) |
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SetEvent(s_timerEvent); |
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}
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