server/dep/include/g3dlite/G3D/GThread.h

121 lines
3.2 KiB
C++

/**
@file GThread.h
@created 2005-09-22
@edited 2007-01-31
*/
#ifndef G3D_GTHREAD_H
#define G3D_GTHREAD_H
#include "G3D/platform.h"
#include "G3D/ReferenceCount.h"
#include <string>
#ifndef G3D_WIN32
# include <pthread.h>
# include <signal.h>
#endif
namespace G3D {
typedef ReferenceCountedPointer<class GThread> GThreadRef;
/**
Platform independent thread implementation. You can either subclass and
override GThread::threadMain or call the create method with a method.
Beware of reference counting and threads. If circular references exist between
GThread subclasses then neither class will ever be deallocated. Also,
dropping all pointers (and causing deallocation) of a GThread does NOT
stop the underlying process.
@sa G3D::GMutex, G3D::Spinlock, G3D::AtomicInt32
*/
class GThread : public ReferenceCountedObject {
private:
// "Status" is a reserved work on FreeBSD
enum GStatus {STATUS_CREATED, STATUS_STARTED, STATUS_RUNNING, STATUS_COMPLETED};
// Not implemented on purpose, don't use
GThread(const GThread &);
GThread& operator=(const GThread&);
bool operator==(const GThread&);
#ifdef G3D_WIN32
static DWORD WINAPI internalThreadProc(LPVOID param);
#else
static void* internalThreadProc(void* param);
#endif //G3D_WIN32
volatile GStatus m_status;
// Thread handle to hold HANDLE and pthread_t
#ifdef G3D_WIN32
HANDLE m_handle;
HANDLE m_event;
#else
pthread_t m_handle;
#endif //G3D_WIN32
std::string m_name;
protected:
/** Overriden by the thread implementor */
virtual void threadMain() = 0;
public:
typedef ReferenceCountedPointer<class GThread> Ref;
enum SpawnBehavior {USE_NEW_THREAD, USE_CURRENT_THREAD};
GThread(const std::string& name);
virtual ~GThread();
/** Constructs a basic GThread without requiring a subclass.
@param proc The global or static function for the threadMain() */
static GThreadRef create(const std::string& name, void (*proc)(void*), void* param = NULL);
/** Starts the thread and executes threadMain(). Returns false if
the thread failed to start (either because it was already started
or because the OS refused).
@param behavior If USE_CURRENT_THREAD, rather than spawning a new thread, this routine
runs threadMain on the current thread.
*/
bool start(SpawnBehavior behavior = USE_NEW_THREAD);
/** Terminates the thread without notifying or
waiting for a cancelation point. */
void terminate();
/**
Returns true if threadMain is currently executing. This will
only be set when the thread is actually running and might not
be set when start() returns. */
bool running() const;
/** True after start() has been called, even through the thread
may have already completed(), or be currently running().*/
bool started() const;
/** Returns true if the thread has exited. */
bool completed() const;
/** Waits for the thread to finish executing. */
void waitForCompletion();
/** Returns thread name */
inline const std::string& name() {
return m_name;
}
};
} // namespace G3D
#endif //G3D_GTHREAD_H