223 lines
5.1 KiB
C++
223 lines
5.1 KiB
C++
#ifndef _INCLUDE_SOURCEMOD_THREADER_H
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#define _INCLUDE_SOURCEMOD_THREADER_H
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namespace SourceMod
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{
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enum ThreadFlags
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{
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Thread_Default = 0,
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//auto release handle on finish
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//you are not guaranteed the handle for this is valid after
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// calling MakeThread(), so never use it until OnTerminate is called.
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Thread_AutoRelease = 1,
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//Thread is created "suspended", meaning
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// it is inactive until unpaused.
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Thread_CreateSuspended = 2,
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};
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enum ThreadPriority
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{
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ThreadPrio_Minimum = -8,
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ThreadPrio_Low = -3,
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ThreadPrio_Normal = 0,
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ThreadPrio_High = 3,
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ThreadPrio_Maximum = 8,
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};
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enum ThreadState
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{
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Thread_Running = 0,
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Thread_Paused = 1,
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Thread_Done = 2,
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};
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struct ThreadParams
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{
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ThreadParams() :
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flags(Thread_Default),
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prio(ThreadPrio_Normal)
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{
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};
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ThreadFlags flags;
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ThreadPriority prio;
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};
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class IThreadCreator;
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/**
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* Describes a handle to a thread
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*/
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class IThreadHandle
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{
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public:
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virtual ~IThreadHandle() { };
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public:
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/**
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* Pauses parent thread until this thread completes.
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*/
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virtual bool WaitForThread() =0;
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/**
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* Destroys the thread handle.
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* This will not necessarily cancel the thread.
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*/
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virtual void DestroyThis() =0;
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/**
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* Returns the parent threader.
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*/
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virtual IThreadCreator *Parent() =0;
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/**
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* Returns the thread states.
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*/
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virtual void GetParams(ThreadParams *ptparams) =0;
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/**
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* Returns priority
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*/
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virtual ThreadPriority GetPriority() =0;
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/**
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* Sets thread priority
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*/
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virtual bool SetPriority(ThreadPriority prio) =0;
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/**
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* Gets thread state
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*/
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virtual ThreadState GetState() =0;
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/**
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* Attempts to unpause a paused thread.
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*/
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virtual bool Unpause() =0;
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};
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/**
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* Describes a single unit of execution/context flow
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*/
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class IThread
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{
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public:
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//Called when the thread runs
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virtual void RunThread(IThreadHandle *pHandle) =0;
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//Called when the thread terminates.
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//"Cancel" is true if the thread did not finish
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//(this could mean suspended or terminated abruptly)
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virtual void OnTerminate(IThreadHandle *pHandle, bool cancel) =0;
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};
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/**
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* Describes a thread creator
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*/
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class IThreadCreator
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{
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public:
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//Makes a thread and cleans up the handle for you
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virtual void MakeThread(IThread *pThread) =0;
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//Makes a thread with flag specified
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virtual IThreadHandle *MakeThread(IThread *pThread, ThreadFlags flags) =0;
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//Makes a thread, full options can be specified
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virtual IThreadHandle *MakeThread(IThread *pThread, const ThreadParams *params) =0;
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//Return priority bounds
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virtual void GetPriorityBounds(ThreadPriority &max, ThreadPriority &min) =0;
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};
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/**
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* Basic Mutex
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*/
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class IMutex
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{
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public:
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virtual ~IMutex() { };
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public:
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/**
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* Attempts to lock, but returns instantly.
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*/
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virtual bool TryLock() =0;
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/**
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* Attempts to lock by waiting for release.
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*/
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virtual void Lock() =0;
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/**
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* Unlocks mutex.
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*/
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virtual void Unlock() =0;
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/**
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* Frees the mutex handle.
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*/
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virtual void DestroyThis() =0;
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};
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class IEventSignal
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{
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public:
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/**
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* Waits for the signal.
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*/
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virtual void Wait() =0;
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/**
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* Triggers the signal.
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* Resets the signals after triggering.
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*/
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virtual void Signal() =0;
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/**
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* Frees the signal handle.
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*/
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virtual void DestroyThis() =0;
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};
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/**
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* Describes a threading system
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*/
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class IThreader : public IThreadCreator
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{
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public:
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virtual IMutex *MakeMutex() =0;
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virtual void MakeThread(IThread *pThread) =0;
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virtual IThreadHandle *MakeThread(IThread *pThread, ThreadFlags flags) =0;
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virtual IThreadHandle *MakeThread(IThread *pThread, const ThreadParams *params) =0;
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virtual void GetPriorityBounds(ThreadPriority &max, ThreadPriority &min) =0;
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virtual void ThreadSleep(unsigned int ms) =0;
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/**
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* Creates a non-signalled event.
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*/
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virtual IEventSignal *MakeEventSignal() =0;
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};
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enum WorkerState
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{
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Worker_Invalid = -3,
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Worker_Stopped = -2,
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Worker_Paused = -1,
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Worker_Running,
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};
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/**
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* This is an extension of the threader that is implemented.
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* It "simulates" threading in a queue, and processes the queue whenever
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* RunFrame is called (leaving it up to the implementation).
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* Worker may or may not be started upon instantiation.
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*/
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class IWorker : public IThreadCreator
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{
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public:
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virtual unsigned int RunFrame() =0;
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virtual void MakeThread(IThread *pThread) =0;
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virtual IThreadHandle *MakeThread(IThread *pThread, ThreadFlags flags) =0;
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virtual IThreadHandle *MakeThread(IThread *pThread, const ThreadParams *params) =0;
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virtual void GetPriorityBounds(ThreadPriority &max, ThreadPriority &min) =0;
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public:
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//Controls the worker
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virtual bool Pause() =0;
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virtual bool Unpause() =0;
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virtual bool Start() =0;
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//If flush is true, all remaining tasks will be cancelled.
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//Otherwise, it will wait until the tasks have been depleted, then
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// end.
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virtual bool Stop(bool flush_cancel) =0;
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//Flushes out any remaining threads
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virtual unsigned int Flush(bool flush_cancel) =0;
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//returns status and number of threads in queue
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virtual WorkerState GetStatus(unsigned int *numThreads) =0;
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};
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};
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#endif //_INCLUDE_SOURCEMOD_THREADER_H
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