/**************************************************************************** Copyright (c) 2009, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "messaging/runthroughhandlerthread.h" namespace Messaging { __ImplementClass(Messaging::RunThroughHandlerThread, 'RTHT', Messaging::HandlerThreadBase); //------------------------------------------------------------------------------ /** */ RunThroughHandlerThread::RunThroughHandlerThread() { this->msgQueue.SetSignalOnEnqueueEnabled(false); } //------------------------------------------------------------------------------ /** This adds a new message to the thread's message queue. */ void RunThroughHandlerThread::AddMessage(const GPtr& msg) { n_assert(msg.isvalid()); this->msgQueue.Enqueue(msg); } //------------------------------------------------------------------------------ /** This removes a message from the thread's message queue, regardless of its state. */ void RunThroughHandlerThread::CancelMessage(const GPtr& msg) { n_assert(msg.isvalid()); this->msgQueue.EraseMatchingElements(msg); } //------------------------------------------------------------------------------ /** The message processing loop. */ void RunThroughHandlerThread::DoWork() { this->ThreadOpenHandlers(); while (!this->ThreadStopRequested()) { bool msgHandled = false; // do not wait for message, but yield thread on some platforms // (the yield is only important on the Wii, and doesn't do // anything on other platforms) Thread::YieldThread(); // update state of deferred messages msgHandled = this->ThreadUpdateDeferredMessages(); // process messages if (!this->msgQueue.IsEmpty()) { Util::Array > msgArray; this->msgQueue.DequeueAll(msgArray); msgHandled |= this->ThreadHandleMessages(msgArray); } // signal if at least one message has been handled if (msgHandled) { this->ThreadSignalMessageHandled(); } // do per-frame update on attached handlers this->ThreadUpdateHandlers(); } // cleanup and exit thread this->ThreadDiscardDeferredMessages(); this->ThreadCloseHandlers(); } } // namespace Messaging