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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/>.
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
) {
// 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