pcsx2/common/include/Utilities/PersistentThread.h
Jake.Stine 912872af80 Introducing a mostly revamped Tracelog and Console log system. Various console log sources can now be toggled on/off on the fly, allowing end users to enable more verbose logging when they encounter problems. Both console and trace sources can be given automatic prefixing.
DevNotes:  DevCon logs are now available in *Release* builds as well as Devel builds, and can be enabled from the Console window's "Sources" menu.  They are disabled by default in Release builds, and are always enabled regardless of the ini setting in devel builds.  Debug logs are still strictly available in debug builds only.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3609 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-06 05:46:09 +00:00

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10 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "Threading.h"
#include "ScopedPtrMT.h"
#include "EventSource.h"
namespace Threading
{
// --------------------------------------------------------------------------------------
// ThreadDeleteEvent
// --------------------------------------------------------------------------------------
class EventListener_Thread : public IEventDispatcher<int>
{
public:
typedef int EvtParams;
protected:
pxThread* m_thread;
public:
EventListener_Thread()
{
m_thread = NULL;
}
virtual ~EventListener_Thread() throw() {}
void SetThread( pxThread& thr ) { m_thread = &thr; }
void SetThread( pxThread* thr ) { m_thread = thr; }
void DispatchEvent( const int& params )
{
OnThreadCleanup();
}
protected:
// Invoked by the pxThread when the thread execution is ending. This is
// typically more useful than a delete listener since the extended thread information
// provided by virtualized functions/methods will be available.
// Important! This event is executed *by the thread*, so care must be taken to ensure
// thread sync when necessary (posting messages to the main thread, etc).
virtual void OnThreadCleanup()=0;
};
// --------------------------------------------------------------------------------------
// pxThread - Helper class for the basics of starting/managing persistent threads.
// --------------------------------------------------------------------------------------
// This class is meant to be a helper for the typical threading model of "start once and
// reuse many times." This class incorporates a lot of extra overhead in stopping and
// starting threads, but in turn provides most of the basic thread-safety and event-handling
// functionality needed for a threaded operation. In practice this model is usually an
// ideal one for efficiency since Operating Systems themselves typically subscribe to a
// design where sleeping, suspending, and resuming threads is very efficient, but starting
// new threads has quite a bit of overhead.
//
// To use this as a base class for your threaded procedure, overload the following virtual
// methods:
// void OnStart();
// void ExecuteTaskInThread();
// void OnCleanupInThread();
//
// Use the public methods Start() and Cancel() to start and shutdown the thread, and use
// m_sem_event internally to post/receive events for the thread (make a public accessor for
// it in your derived class if your thread utilizes the post).
//
// Notes:
// * Constructing threads as static global vars isn't recommended since it can potentially
// confuse w32pthreads, if the static initializers are executed out-of-order (C++ offers
// no dependency options for ensuring correct static var initializations). Use heap
// allocation to create thread objects instead.
//
class pxThread
{
DeclareNoncopyableObject(pxThread);
friend void pxYield( int ms );
protected:
wxString m_name; // diagnostic name for our thread.
pthread_t m_thread;
uptr m_native_id; // typically an id, but implementing platforms can do whatever.
uptr m_native_handle; // typically a pointer/handle, but implementing platforms can do whatever.
Semaphore m_sem_event; // general wait event that's needed by most threads
Semaphore m_sem_startup; // startup sync tool
Mutex m_mtx_InThread; // used for canceling and closing threads in a deadlock-safe manner
MutexRecursive m_mtx_start; // used to lock the Start() code from starting simultaneous threads accidentally.
Mutex m_mtx_ThreadName;
volatile long m_detached; // a boolean value which indicates if the m_thread handle is valid
volatile long m_running; // set true by Start(), and set false by Cancel(), Block(), etc.
// exception handle, set non-NULL if the thread terminated with an exception
// Use RethrowException() to re-throw the exception using its original exception type.
ScopedPtrMT<BaseException> m_except;
EventSource<EventListener_Thread> m_evtsrc_OnDelete;
public:
virtual ~pxThread() throw();
pxThread( const wxString& name=L"pxThread" );
pthread_t GetId() const { return m_thread; }
u64 GetCpuTime() const;
virtual void Start();
virtual void Cancel( bool isBlocking = true );
virtual bool Cancel( const wxTimeSpan& timeout );
virtual bool Detach();
virtual void Block();
virtual bool Block( const wxTimeSpan& timeout );
virtual void RethrowException() const;
void AddListener( EventListener_Thread& evt );
void AddListener( EventListener_Thread* evt )
{
if( evt == NULL ) return;
AddListener( *evt );
}
void WaitOnSelf( Semaphore& mutex ) const;
void WaitOnSelf( Mutex& mutex ) const;
bool WaitOnSelf( Semaphore& mutex, const wxTimeSpan& timeout ) const;
bool WaitOnSelf( Mutex& mutex, const wxTimeSpan& timeout ) const;
bool IsRunning() const;
bool IsSelf() const;
bool HasPendingException() const { return !!m_except; }
wxString GetName() const;
void SetName( const wxString& newname );
protected:
// Extending classes should always implement your own OnStart(), which is called by
// Start() once necessary locks have been obtained. Do not override Start() directly
// unless you're really sure that's what you need to do. ;)
virtual void OnStart();
virtual void OnStartInThread();
// This is called when the thread has been canceled or exits normally. The pxThread
// automatically binds it to the pthread cleanup routines as soon as the thread starts.
virtual void OnCleanupInThread();
// Implemented by derived class to perform actual threaded task!
virtual void ExecuteTaskInThread()=0;
void TestCancel() const;
// Yields this thread to other threads and checks for cancellation. A sleeping thread should
// always test for cancellation, however if you really don't want to, you can use Threading::Sleep()
// or better yet, disable cancellation of the thread completely with DisableCancellation().
//
// Parameters:
// ms - 'minimum' yield time in milliseconds (rough -- typically yields are longer by 1-5ms
// depending on operating system/platform). If ms is 0 or unspecified, then a single
// timeslice is yielded to other contending threads. If no threads are contending for
// time when ms==0, then no yield is done, but cancellation is still tested.
void Yield( int ms = 0 )
{
pxAssert( IsSelf() );
Threading::Sleep( ms );
TestCancel();
}
void FrankenMutex( Mutex& mutex );
bool AffinityAssert_AllowFromSelf( const DiagnosticOrigin& origin ) const;
bool AffinityAssert_DisallowFromSelf( const DiagnosticOrigin& origin ) const;
// ----------------------------------------------------------------------------
// Section of methods for internal use only.
void _platform_specific_OnStartInThread();
void _platform_specific_OnCleanupInThread();
bool _basecancel();
void _selfRunningTest( const wxChar* name ) const;
void _DoSetThreadName( const wxString& name );
void _DoSetThreadName( const char* name );
void _internal_execute();
void _try_virtual_invoke( void (pxThread::*method)() );
void _ThreadCleanup();
static void* _internal_callback( void* func );
static void _pt_callback_cleanup( void* handle );
};
// --------------------------------------------------------------------------------------
// BaseTaskThread
// --------------------------------------------------------------------------------------
// an abstract base class which provides simple parallel execution of single tasks.
//
// FIXME: This class is incomplete and untested! Don't use, unless you want to fix it
// while you're at it. :D
//
// Implementation:
// To use this class your derived class will need to implement its own Task() function
// and also a "StartTask( parameters )" function which suits the need of your task, along
// with any local variables your task needs to do its job. You may additionally want to
// implement a "GetResult()" function, which would be a combination of WaitForResult()
// and a return value of the computational result.
//
// Thread Safety:
// If operating on local variables, you must execute WaitForResult() before leaving the
// variable scope -- or alternatively have your StartTask() implementation make full
// copies of dependent data. Also, by default PostTask() always assumes the previous
// task has completed. If your system can post a new task before the previous one has
// completed, then it needs to explicitly call WaitForResult() or provide a mechanism
// to cancel the previous task (which is probably more work than it's worth).
//
// Performance notes:
// * Remember that thread creation is generally slow, so you should make your object
// instance once early and then feed it tasks repeatedly over the course of program
// execution.
//
// * For threading to be a successful speedup, the task being performed should be as lock
// free as possible. For example using STL containers in parallel usually fails to
// yield any speedup due to the gratuitous amount of locking that the STL performs
// internally.
//
// * The best application of tasking threads is to divide a large loop over a linear array
// into smaller sections. For example, if you have 20,000 items to process, the task
// can be divided into two threads of 10,000 items each.
//
class BaseTaskThread : public pxThread
{
protected:
volatile bool m_Done;
volatile bool m_TaskPending;
Semaphore m_post_TaskComplete;
Mutex m_lock_TaskComplete;
public:
virtual ~BaseTaskThread() throw() {}
BaseTaskThread() :
m_Done( false )
, m_TaskPending( false )
, m_post_TaskComplete()
{
}
void Block();
void PostTask();
void WaitForResult();
protected:
// Abstract method run when a task has been posted. Implementing classes should do
// all your necessary processing work here.
virtual void Task()=0;
virtual void ExecuteTaskInThread();
};
}