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/*==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 <http://www.gnu.org/licenses/>.
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/pnAceTimer.cpp
*
***/
#include "Pch.h"
#pragma hdrstop
/****************************************************************************
*
* Private
*
***/
// timer callbacks
struct AsyncTimer {
PRIORITY_TIME(AsyncTimer) priority;
FAsyncTimerProc timerProc;
FAsyncTimerProc destroyProc;
void * param;
LINK(AsyncTimer) deleteLink;
};
static CCritSect s_timerCrit;
static FAsyncTimerProc s_timerCurr;
static HANDLE s_timerThread;
static HANDLE s_timerEvent;
static bool s_running;
static PRIQDECL(
AsyncTimer,
PRIORITY_TIME(AsyncTimer),
priority
) s_timerProcs;
static LISTDECL(
AsyncTimer,
deleteLink
) s_timerDelete;
/****************************************************************************
*
* Timer implementation
*
***/
//===========================================================================
static void UpdateTimer (
AsyncTimer * timer,
unsigned timeMs,
unsigned flags
) {
// If the timer isn't already linked then it doesn't
// matter whether kAsyncTimerUpdateSetPriorityHigher is
// set; just add the timer to the queue
if (!timer->priority.IsLinked()) {
timer->priority.Set(timeMs);
s_timerProcs.Enqueue(timer);
}
else if (((flags & kAsyncTimerUpdateSetPriorityHigher) == 0)
|| !timer->priority.IsPriorityHigher(timeMs)
) {
timer->priority.Set(timeMs);
}
}
//===========================================================================
static unsigned CallTimerProc (AsyncTimer * t, FAsyncTimerProc timerProc) {
// Cache parameters to make timer callback outside critical section
s_timerCurr = timerProc;
// Leave critical section to make timer callback
s_timerCrit.Leave();
unsigned sleepMs = s_timerCurr(t->param);
s_timerCurr = nil;
s_timerCrit.Enter();
return sleepMs;
}
//===========================================================================
// inline because it is called only once
static inline unsigned RunTimers () {
unsigned currTimeMs = TimeGetMs();
for (;;) {
// Delete old timers
while (AsyncTimer * t = s_timerDelete.Head()) {
if (t->destroyProc)
CallTimerProc(t, t->destroyProc);
delete t;
}
// Get first timer to run
AsyncTimer * t = s_timerProcs.Root();
if (!t)
return INFINITE;
// If it isn't time to run this timer then exit
unsigned sleepMs;
if (0 < (signed) (sleepMs = (unsigned) t->priority.Get() - currTimeMs))
return sleepMs;
// Remove from timer queue and call timer
s_timerProcs.Dequeue();
sleepMs = CallTimerProc(t, t->timerProc);
// Note if return is kAsyncTimeInfinite, we do not remove the timer
// from the queue. Some users depend on the fact that they can
// call AsyncTimerUpdate and not get overridden by a return from the
// handler at the same time.
// Requeue timer
currTimeMs = TimeGetMs();
if (sleepMs != kAsyncTimeInfinite)
UpdateTimer(t, sleepMs + currTimeMs, kAsyncTimerUpdateSetPriorityHigher);
}
}
//===========================================================================
static unsigned THREADCALL TimerThreadProc (AsyncThread *) {
do {
s_timerCrit.Enter();
const unsigned sleepMs = RunTimers();
s_timerCrit.Leave();
WaitForSingleObject(s_timerEvent, sleepMs);
} while (s_running);
return 0;
}
//===========================================================================
// inline because it is called only once
static inline void InitializeTimer () {
if (!s_timerThread) {
s_running = true;
s_timerEvent = CreateEvent(
(LPSECURITY_ATTRIBUTES) nil,
false, // auto-reset event
false, // initial state = off
(LPCTSTR) nil
);
if (!s_timerEvent)
ErrorFatal(__LINE__, __FILE__, "CreateEvent %u", GetLastError());
s_timerThread = (HANDLE) AsyncThreadCreate(
TimerThreadProc,
nil,
L"AsyncTimerThread"
);
}
}
/****************************************************************************
*
* Module functions
*
***/
//===========================================================================
void TimerDestroy (unsigned exitThreadWaitMs) {
s_running = false;
if (s_timerThread) {
SetEvent(s_timerEvent);
WaitForSingleObject(s_timerThread, exitThreadWaitMs);
CloseHandle(s_timerThread);
s_timerThread = nil;
}
if (s_timerEvent) {
CloseHandle(s_timerEvent);
s_timerEvent = nil;
}
// Cleanup any timers that have been stopped but not deleted
s_timerCrit.Enter();
while (AsyncTimer * t = s_timerDelete.Head()) {
if (t->destroyProc)
CallTimerProc(t, t->destroyProc);
delete t;
}
s_timerCrit.Leave();
if (AsyncTimer * timer = s_timerProcs.Root())
ErrorFatal(__LINE__, __FILE__, "TimerProc not destroyed: %p", timer->timerProc);
}
/****************************************************************************
*
* Exported functions
*
***/
//===========================================================================
// 1. Timer procs do not get starved by I/O, they are called periodically.
// 2. Timer procs will never be called by multiple threads simultaneously.
void AsyncTimerCreate (
AsyncTimer ** timer,
FAsyncTimerProc timerProc,
unsigned callbackMs,
void * param
) {
ASSERT(timer);
ASSERT(timerProc);
// Allocate timer outside critical section
AsyncTimer * t = new AsyncTimer;
t->timerProc = timerProc;
t->destroyProc = nil;
t->param = param;
t->priority.Set(TimeGetMs() + callbackMs);
// Set result pointer before queueing timer
// so that the value is set before a callback
*timer = t;
bool setEvent;
s_timerCrit.Enter();
{
InitializeTimer();
// Does this timer need to be queued?
if (callbackMs != kAsyncTimeInfinite)
s_timerProcs.Enqueue(t);
// Does the timer thread need to be awakened?
setEvent = t == s_timerProcs.Root();
}
s_timerCrit.Leave();
if (setEvent)
SetEvent(s_timerEvent);
}
//===========================================================================
// Timer procs can be in the process of getting called in
// another thread during the unregister function -- be careful!
// -- waitComplete = will wait until the timer has been unregistered and is
// no longer in the process of being called before returning. The flag may only
// be set by init/destruct threads, not I/O worker threads. In addition, extreme
// care should be used to avoid a deadlock when this flag is set; in general, it
// is a good idea not to hold any locks or critical sections when setting the flag.
void AsyncTimerDelete (
AsyncTimer * timer,
unsigned flags
) {
// If the timer has already been destroyed then exit
ASSERT(timer);
// Wait for timer before exiting function?
FAsyncTimerProc timerProc;
if (flags & kAsyncTimerDestroyWaitComplete)
timerProc = timer->timerProc;
else
timerProc = nil;
AsyncTimerDeleteCallback(timer, nil);
// Wait until the timer procedure completes
if (timerProc) {
// ensure that I/O worker threads don't call this function with waitComplete=true
// to prevent a possible deadlock of a timer callback waiting for itself to complete
ThreadAssertCanBlock(__FILE__, __LINE__);
while (s_timerCurr == timerProc)
Sleep(1);
}
}
//===========================================================================
void AsyncTimerDeleteCallback (
AsyncTimer * timer,
FAsyncTimerProc destroyProc
) {
// If the timer has already been destroyed then exit
ASSERT(timer);
ASSERT(!timer->deleteLink.IsLinked());
// Link the timer to the deletion list
s_timerCrit.Enter();
{
timer->destroyProc = destroyProc;
s_timerDelete.Link(timer);
}
s_timerCrit.Leave();
// Force the timer thread to wake up and perform the deletion
if (destroyProc)
SetEvent(s_timerEvent);
}
//===========================================================================
// To set the time value for a timer, use this function with flags = 0.
// To set the time to MoreRecentOf(nextTimerCallbackMs, callbackMs), use SETPRIORITYHIGHER
void AsyncTimerUpdate (
AsyncTimer * timer,
unsigned callbackMs,
unsigned flags
) {
ASSERT(timer);
bool setEvent;
s_timerCrit.Enter();
{
if (callbackMs != kAsyncTimeInfinite) {
UpdateTimer(timer, callbackMs + TimeGetMs(), flags);
setEvent = timer == s_timerProcs.Root();
}
else {
if ((flags & kAsyncTimerUpdateSetPriorityHigher) == 0)
timer->priority.Unlink();
setEvent = false;
}
}
s_timerCrit.Leave();
if (setEvent)
SetEvent(s_timerEvent);
}