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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/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