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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
229 lines
4.7 KiB
C++
229 lines
4.7 KiB
C++
/**
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@file GThread.cpp
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GThread class.
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@created 2005-09-24
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@edited 2005-10-22
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*/
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#include "G3D/GThread.h"
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#include "G3D/System.h"
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#include "G3D/debugAssert.h"
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#include "G3D/GMutex.h"
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namespace G3D {
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namespace _internal {
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class BasicThread: public GThread {
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public:
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BasicThread(const std::string& name, void (*proc)(void*), void* param):
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GThread(name), m_wrapperProc(proc), m_param(param) { }
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protected:
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virtual void threadMain() {
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m_wrapperProc(m_param);
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}
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private:
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void (*m_wrapperProc)(void*);
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void* m_param;
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};
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} // namespace _internal
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GThread::GThread(const std::string& name):
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m_status(STATUS_CREATED),
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m_name(name) {
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#ifdef G3D_WIN32
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m_event = NULL;
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#endif
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// system-independent clear of handle
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System::memset(&m_handle, 0, sizeof(m_handle));
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}
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GThread::~GThread() {
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#ifdef _MSC_VER
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# pragma warning( push )
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# pragma warning( disable : 4127 )
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#endif
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alwaysAssertM(m_status != STATUS_RUNNING, "Deleting thread while running.");
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#ifdef _MSC_VER
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# pragma warning( pop )
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#endif
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#ifdef G3D_WIN32
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if (m_event) {
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::CloseHandle(m_event);
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}
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#endif
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}
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GThreadRef GThread::create(const std::string& name, void (*proc)(void*), void* param) {
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return new _internal::BasicThread(name, proc, param);
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}
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bool GThread::started() const {
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return m_status != STATUS_CREATED;
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}
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bool GThread::start(SpawnBehavior behavior) {
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debugAssertM(! started(), "Thread has already executed.");
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if (started()) {
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return false;
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}
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m_status = STATUS_STARTED;
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if (behavior == USE_CURRENT_THREAD) {
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// Run on this thread
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m_status = STATUS_RUNNING;
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threadMain();
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m_status = STATUS_COMPLETED;
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return true;
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}
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# ifdef G3D_WIN32
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DWORD threadId;
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m_event = ::CreateEvent(NULL, TRUE, FALSE, NULL);
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debugAssert(m_event);
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m_handle = ::CreateThread(NULL, 0, &internalThreadProc, this, 0, &threadId);
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if (m_handle == NULL) {
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::CloseHandle(m_event);
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m_event = NULL;
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}
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return (m_handle != NULL);
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# else
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if (!pthread_create(&m_handle, NULL, &internalThreadProc, this)) {
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return true;
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} else {
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// system-independent clear of handle
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System::memset(&m_handle, 0, sizeof(m_handle));
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return false;
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}
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# endif
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}
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void GThread::terminate() {
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if (m_handle) {
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# ifdef G3D_WIN32
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::TerminateThread(m_handle, 0);
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# else
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pthread_kill(m_handle, SIGSTOP);
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# endif
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// system-independent clear of handle
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System::memset(&m_handle, 0, sizeof(m_handle));
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}
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}
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bool GThread::running() const{
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return (m_status == STATUS_RUNNING);
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}
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bool GThread::completed() const {
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return (m_status == STATUS_COMPLETED);
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}
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void GThread::waitForCompletion() {
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if (m_status == STATUS_COMPLETED) {
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// Must be done
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return;
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}
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# ifdef G3D_WIN32
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debugAssert(m_event);
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::WaitForSingleObject(m_event, INFINITE);
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# else
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debugAssert(m_handle);
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pthread_join(m_handle, NULL);
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# endif
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}
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#ifdef G3D_WIN32
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DWORD WINAPI GThread::internalThreadProc(LPVOID param) {
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GThread* current = reinterpret_cast<GThread*>(param);
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debugAssert(current->m_event);
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current->m_status = STATUS_RUNNING;
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current->threadMain();
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current->m_status = STATUS_COMPLETED;
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::SetEvent(current->m_event);
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return 0;
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}
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#else
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void* GThread::internalThreadProc(void* param) {
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GThread* current = reinterpret_cast<GThread*>(param);
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current->m_status = STATUS_RUNNING;
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current->threadMain();
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current->m_status = STATUS_COMPLETED;
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return (void*)NULL;
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}
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#endif
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//GMutex implementation
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GMutex::GMutex() {
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#ifdef G3D_WIN32
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::InitializeCriticalSection(&m_handle);
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#else
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int ret = pthread_mutexattr_init(&m_attr);
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debugAssert(ret == 0);
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ret = pthread_mutexattr_settype(&m_attr, PTHREAD_MUTEX_RECURSIVE);
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debugAssert(ret == 0);
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ret = pthread_mutex_init(&m_handle, &m_attr);
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debugAssert(ret == 0);
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#endif
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}
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GMutex::~GMutex() {
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//TODO: Debug check for locked
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#ifdef G3D_WIN32
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::DeleteCriticalSection(&m_handle);
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#else
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int ret = pthread_mutex_destroy(&m_handle);
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debugAssert(ret == 0);
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ret = pthread_mutexattr_destroy(&m_attr);
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debugAssert(ret == 0);
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#endif
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}
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bool GMutex::tryLock() {
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#ifdef G3D_WIN32
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return (::TryEnterCriticalSection(&m_handle) != 0);
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#else
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return (pthread_mutex_trylock(&m_handle) == 0);
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#endif
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}
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void GMutex::lock() {
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#ifdef G3D_WIN32
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::EnterCriticalSection(&m_handle);
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#else
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pthread_mutex_lock(&m_handle);
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#endif
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}
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void GMutex::unlock() {
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#ifdef G3D_WIN32
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::LeaveCriticalSection(&m_handle);
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#else
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pthread_mutex_unlock(&m_handle);
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#endif
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}
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} // namespace G3D
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