/**************************************************************************** Copyright (c) 2006, 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. ****************************************************************************/ #if WIN32 #include "stdneb.h" #include "threading/win360/win360thread.h" #include "system/systeminfo.h" #include "core/sysfunc.h" //#if __XBOX360__ //#include "threading/xbox360/xbox360threading.h" //#endif namespace Win360 { __ImplementClass(Win360::Win360Thread, 'THRD', Core::RefCounted); using namespace Util; using namespace System; #if NEBULA3_DEBUG Threading::CriticalSection Win360Thread::criticalSection; List Win360Thread::ThreadList; #endif //------------------------------------------------------------------------------ /** */ Win360Thread::Win360Thread() : threadHandle(0), priority(Normal), stackSize(65536), coreId(Cpu::InvalidCoreId) { // register with thread list #if NEBULA3_DEBUG Win360Thread::criticalSection.Enter(); this->threadListIterator = ThreadList.AddBack(this); Win360Thread::criticalSection.Leave(); #endif } //------------------------------------------------------------------------------ /** */ Win360Thread::~Win360Thread() { if (this->IsRunning()) { this->Stop(); } // unregister from thread list #if NEBULA3_DEBUG n_assert(0 != this->threadListIterator); Win360Thread::criticalSection.Enter(); ThreadList.Remove(this->threadListIterator); Win360Thread::criticalSection.Leave(); this->threadListIterator = 0; #endif } //------------------------------------------------------------------------------ /** Start the thread, this creates a Win32 thread and calls the static ThreadProc, which in turn calls the virtual DoWork() class of this object. The method waits for the thread to start and then returns. */ void Win360Thread::Start() { n_assert(!this->IsRunning()); n_assert(0 == this->threadHandle); this->threadHandle = CreateThread(NULL, // lpThreadAttributes this->stackSize, // dwStackSize ThreadProc, // lpStartAddress (LPVOID) this, // lpParameter CREATE_SUSPENDED, // dwCreationFlags NULL); // lpThreadId n_assert(NULL != this->threadHandle); // apply thread priority switch (this->priority) { case Low: SetThreadPriority(this->threadHandle, THREAD_PRIORITY_BELOW_NORMAL); break; case Normal: SetThreadPriority(this->threadHandle, THREAD_PRIORITY_NORMAL); break; case High: SetThreadPriority(this->threadHandle, THREAD_PRIORITY_ABOVE_NORMAL); break; } #if __WIN32__ // select a good processor for the thread /* SystemInfo systemInfo; SizeT numCpuCores = systemInfo.GetNumCpuCores(); DWORD threadIdealProc = 0; if (Cpu::InvalidCoreId != this->coreId) { threadIdealProc = this->coreId % systemInfo.GetNumCpuCores(); } SetThreadIdealProcessor(this->threadHandle, threadIdealProc); */ #elif __XBOX360__ // on the 360 we need to define the hardware thread this thread should run on n_assert(this->coreId != Cpu::InvalidCoreId) Xbox360::Xbox360Threading::SetThreadProcessor(this->threadHandle, this->coreId); #endif // resume thread (since it was actived in suspended state) ResumeThread(this->threadHandle); // wait for the thread to start this->threadStartedEvent.Wait(); } //------------------------------------------------------------------------------ /** This method is called by Thread::Stop() after setting the stopRequest event and before waiting for the thread to stop. If your thread runs a loop and waits for jobs it may need an extra wakeup signal to stop waiting and check for the ThreadStopRequested() event. In this case, override this method and signal your event object. */ void Win360Thread::EmitWakeupSignal() { // empty, override in subclass! } //------------------------------------------------------------------------------ /** This stops the thread by signalling the stopRequestEvent and waits for the thread to actually quit. If the thread code runs in a loop it should use the IsStopRequested() method to see if the thread object wants it to shutdown. If so DoWork() should simply return. */ void Win360Thread::Stop() { n_assert(this->IsRunning()); n_assert(0 != this->threadHandle); // signal the thread to stop this->stopRequestEvent.Signal(); // call the wakeup-thread method, may be derived in a subclass // if the threads needs to be woken up, it is important that this // method is called AFTER the stopRequestEvent is signalled! this->EmitWakeupSignal(); // wait for the thread to terminate WaitForSingleObject(this->threadHandle, INFINITE); CloseHandle(this->threadHandle); this->threadHandle = 0; } //------------------------------------------------------------------------------ /** Returns true if the thread is currently running. */ bool Win360Thread::IsRunning() const { if (0 != this->threadHandle) { DWORD exitCode = 0; if (GetExitCodeThread(this->threadHandle, &exitCode)) { if (STILL_ACTIVE == exitCode) { return true; } } } // fallthrough: thread not yet, or no longer return false; } //------------------------------------------------------------------------------ /** This method should be derived in a Thread subclass and contains the actual code which is run in the thread. The method must not call C-Lib functions under Win32. To terminate the thread, just return from this function. If DoWork() runs in an infinite loop, call ThreadStopRequested() to check whether the Thread object wants the thread code to quit. */ void Win360Thread::DoWork() { // empty } //------------------------------------------------------------------------------ /** Internal static helper method. This is called by CreateThread() and simply calls the virtual DoWork() method on the thread object. */ DWORD WINAPI Win360Thread::ThreadProc(LPVOID self) { n_assert(0 != self); Win360Thread* threadObj = (Win360Thread*) self; // must before localStringAtomTable construct Win360Thread::SetupMyThreadRunTime(threadObj->GetName().AsCharPtr()); // for destroy localStringAtomTable before Win360Thread::DestoryThreadRunTime() { #if NEBULA3_ENABLE_THREADLOCAL_STRINGATOM_TABLES // setup thread-local string atom table (will be discarded when thread terminates) LocalStringAtomTable localStringAtomTable; #endif threadObj->threadStartedEvent.Signal(); threadObj->DoWork(); } Win360Thread::DestoryThreadRunTime(); return 0; } //------------------------------------------------------------------------------ /** Static method which sets the name of this thread. This is called from within ThreadProc. The string pointed to must remain valid until the thread is terminated! */ void Win360Thread::SetupMyThreadRunTime(const char* n) { Threading::ThreadRunTimeInfo::SetupMyThreadRunTime( n ); // update the Windows thread name so that it shows up correctly // in the Debugger struct THREADNAME_INFO { DWORD dwType; // must be 0x1000 LPCSTR szName; // pointer to name (in user address space) DWORD dwThreadID; // thread ID (-1 = caller thread) DWORD dwFlags; // reserved for future use, must be zero }; THREADNAME_INFO info; info.dwType = 0x1000; info.szName = n; info.dwThreadID = ::GetCurrentThreadId(); info.dwFlags = 0; __try { RaiseException( 0x406D1388, 0, sizeof(info) / sizeof(DWORD), (DWORD*)&info ); } __except( EXCEPTION_CONTINUE_EXECUTION ) { } } //------------------------------------------------------------------------ void Win360Thread::DestoryThreadRunTime( bool isMainThread /*= false*/ ) { Threading::ThreadRunTimeInfo::DestoryThreadRunTime( isMainThread ); } //------------------------------------------------------------------------------ /** Static method to obtain the current thread name from anywhere in the thread's code. */ const char* Win360Thread::GetMyThreadName() { Threading::ThreadRunTimeInfo* pInfo = Threading::ThreadRunTimeInfo::GetMyThreadRuntime(); // 有可能是非引擎内部创建的线程调用该函数 if ( pInfo ) { return pInfo->mThreadName; } else { return NULL; } } //------------------------------------------------------------------------------ /** Static method which returns the ThreadId of this thread. */ Threading::ThreadId Win360Thread::GetMyThreadId() { return ::GetCurrentThreadId(); } //------------------------------------------------------------------------------ /** The yield function is empty on Win32 and Xbox360. */ void Win360Thread::YieldThread() { // empty } //------------------------------------------------------------------------------ /** Returns an array with infos about all currently existing thread objects. */ #if NEBULA3_DEBUG Array Win360Thread::GetRunningThreadDebugInfos() { // NOTE: Portions of this loop aren't completely thread-safe // (getting the thread-name for instance), but since those // attributes don't change when the thread has been started // this shouldn't be a problem. Array infos; Win360Thread::criticalSection.Enter(); List::Iterator iter; for (iter = ThreadList.Begin(); iter != ThreadList.End(); iter++) { Win360Thread* cur = *iter; if (cur->IsRunning()) { ThreadDebugInfo info; info.threadName = cur->GetName(); info.threadPriority = cur->GetPriority(); info.threadCoreId = cur->GetCoreId(); info.threadStackSize = cur->GetStackSize(); infos.Append(info); } } Win360Thread::criticalSection.Leave(); return infos; } #endif } // namespace Win360 #endif