Rewritten Threading system using c++11 std instead of ACE

It also allow full compilation with clang under all supported platforms

Need tests
This commit is contained in:
Yehonal 2016-08-16 00:01:37 +02:00
parent 3761e9d843
commit ea286f7332
14 changed files with 104 additions and 249 deletions

View file

@ -6,218 +6,100 @@
#include "Threading.h"
#include "Errors.h"
#include <ace/OS_NS_unistd.h>
#include <ace/Sched_Params.h>
#include <vector>
using namespace ACE_Based;
#include <chrono>
#include <system_error>
ThreadPriority::ThreadPriority()
using namespace ACORE;
Thread::Thread() : m_task(nullptr), m_iThreadId(), m_ThreadImp()
{
for (int i = Idle; i < MAXPRIORITYNUM; ++i)
m_priority[i] = ACE_THR_PRI_OTHER_DEF;
m_priority[Idle] = ACE_Sched_Params::priority_min(ACE_SCHED_OTHER);
m_priority[Realtime] = ACE_Sched_Params::priority_max(ACE_SCHED_OTHER);
std::vector<int> _tmp;
ACE_Sched_Params::Policy _policy = ACE_SCHED_OTHER;
ACE_Sched_Priority_Iterator pr_iter(_policy);
while (pr_iter.more())
{
_tmp.push_back(pr_iter.priority());
pr_iter.next();
}
ASSERT (!_tmp.empty());
if (_tmp.size() >= MAXPRIORITYNUM)
{
const size_t max_pos = _tmp.size();
size_t min_pos = 1;
size_t norm_pos = 0;
for (size_t i = 0; i < max_pos; ++i)
{
if (_tmp[i] == ACE_THR_PRI_OTHER_DEF)
{
norm_pos = i + 1;
break;
}
}
// since we have only 7(seven) values in enum Priority
// and 3 we know already (Idle, Normal, Realtime) so
// we need to split each list [Idle...Normal] and [Normal...Realtime]
// into pieces
const size_t _divider = 4;
size_t _div = (norm_pos - min_pos) / _divider;
if (_div == 0)
_div = 1;
min_pos = (norm_pos - 1);
m_priority[Low] = _tmp[min_pos -= _div];
m_priority[Lowest] = _tmp[min_pos -= _div ];
_div = (max_pos - norm_pos) / _divider;
if (_div == 0)
_div = 1;
min_pos = norm_pos - 1;
m_priority[High] = _tmp[min_pos += _div];
m_priority[Highest] = _tmp[min_pos += _div];
}
}
int ThreadPriority::getPriority(Priority p) const
Thread::Thread(Runnable* instance) : m_task(instance), m_ThreadImp(&Thread::ThreadTask, (void*)m_task)
{
if (p < Idle)
p = Idle;
m_iThreadId = m_ThreadImp.get_id();
if (p > Realtime)
p = Realtime;
return m_priority[p];
}
#define THREADFLAG (THR_NEW_LWP | THR_SCHED_DEFAULT| THR_JOINABLE)
Thread::Thread(): m_iThreadId(0), m_hThreadHandle(0), m_task(0)
{
}
Thread::Thread(Runnable* instance): m_iThreadId(0), m_hThreadHandle(0), m_task(instance)
{
// register reference to m_task to prevent it deeltion until destructor
if (m_task)
m_task->incReference();
bool _start = start();
ASSERT (_start);
}
Thread::~Thread()
{
//Wait();
// Wait();
// deleted runnable object (if no other references)
if (m_task)
m_task->decReference();
}
//initialize Thread's class static member
Thread::ThreadStorage Thread::m_ThreadStorage;
ThreadPriority Thread::m_TpEnum;
bool Thread::start()
bool Thread::wait()
{
if (m_task == 0 || m_iThreadId != 0)
if (m_iThreadId == std::thread::id() || !m_task)
return false;
// incRef before spawing the thread, otherwise Thread::ThreadTask() might call decRef and delete m_task
m_task->incReference();
bool res = true;
bool res = (ACE_Thread::spawn(&Thread::ThreadTask, (void*)m_task, THREADFLAG, &m_iThreadId, &m_hThreadHandle) == 0);
try
{
m_ThreadImp.join();
}
catch (std::system_error&)
{
res = false;
}
if (!res)
m_task->decReference();
m_iThreadId = std::thread::id();
return res;
}
bool Thread::wait()
{
if (!m_hThreadHandle || !m_task)
return false;
ACE_THR_FUNC_RETURN _value = ACE_THR_FUNC_RETURN(-1);
int _res = ACE_Thread::join(m_hThreadHandle, &_value);
m_iThreadId = 0;
m_hThreadHandle = 0;
return (_res == 0);
}
void Thread::destroy()
{
if (!m_iThreadId || !m_task)
if (m_iThreadId == std::thread::id() || !m_task)
return;
if (ACE_Thread::kill(m_iThreadId, -1) != 0)
return;
m_iThreadId = 0;
m_hThreadHandle = 0;
// reference set at ACE_Thread::spawn
m_task->decReference();
// FIXME: We need to make sure that all threads can be trusted to
// halt execution on their own as this is not an interrupt
m_ThreadImp.join();
m_iThreadId = std::thread::id();
}
void Thread::suspend()
{
ACE_Thread::suspend(m_hThreadHandle);
}
void Thread::resume()
{
ACE_Thread::resume(m_hThreadHandle);
}
ACE_THR_FUNC_RETURN Thread::ThreadTask(void * param)
void Thread::ThreadTask(void* param)
{
Runnable* _task = (Runnable*)param;
_task->run();
// task execution complete, free referecne added at
_task->decReference();
return (ACE_THR_FUNC_RETURN)0;
}
ACE_thread_t Thread::currentId()
std::thread::id Thread::currentId()
{
return ACE_Thread::self();
return std::this_thread::get_id();
}
ACE_hthread_t Thread::currentHandle()
void Thread::setPriority(Priority priority)
{
ACE_hthread_t _handle;
ACE_Thread::self(_handle);
std::thread::native_handle_type handle = m_ThreadImp.native_handle();
bool _ok = true;
#ifdef WIN32
return _handle;
}
Thread * Thread::current()
{
Thread * _thread = m_ThreadStorage.ts_object();
if (!_thread)
switch (priority)
{
_thread = new Thread();
_thread->m_iThreadId = Thread::currentId();
_thread->m_hThreadHandle = Thread::currentHandle();
Thread * _oldValue = m_ThreadStorage.ts_object(_thread);
if (_oldValue)
delete _oldValue;
case Priority_Realtime: _ok = SetThreadPriority(handle, THREAD_PRIORITY_TIME_CRITICAL); break;
case Priority_Highest: _ok = SetThreadPriority(handle, THREAD_PRIORITY_HIGHEST); break;
case Priority_High: _ok = SetThreadPriority(handle, THREAD_PRIORITY_ABOVE_NORMAL); break;
case Priority_Normal: _ok = SetThreadPriority(handle, THREAD_PRIORITY_NORMAL); break;
case Priority_Low: _ok = SetThreadPriority(handle, THREAD_PRIORITY_BELOW_NORMAL); break;
case Priority_Lowest: _ok = SetThreadPriority(handle, THREAD_PRIORITY_LOWEST); break;
case Priority_Idle: _ok = SetThreadPriority(handle, THREAD_PRIORITY_IDLE); break;
}
#endif
return _thread;
}
void Thread::setPriority(Priority type)
{
int _priority = m_TpEnum.getPriority(type);
int _ok = ACE_Thread::setprio(m_hThreadHandle, _priority);
//remove this ASSERT in case you don't want to know is thread priority change was successful or not
ASSERT (_ok == 0);
// remove this ASSERT in case you don't want to know is thread priority change was successful or not
ASSERT(_ok);
}
void Thread::Sleep(unsigned long msecs)
{
ACE_OS::sleep(ACE_Time_Value(0, 1000 * msecs));
std::this_thread::sleep_for(std::chrono::milliseconds(msecs));
}