genesis-3d_engine/Engine/foundation/threading/safepriorityqueue.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

215 lines
6.5 KiB
C++

#pragma once
/****************************************************************************
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.
****************************************************************************/
#include "util/queue.h"
#include "threading/criticalsection.h"
#include "threading/event.h"
//------------------------------------------------------------------------------
namespace Threading
{
template<class PRITYPE, class TYPE> class SafePriorityQueue : protected Util::Queue<Util::KeyValuePair<PRITYPE, TYPE> >
{
public:
/// constructor
SafePriorityQueue();
/// copy constructor
SafePriorityQueue(const SafePriorityQueue<PRITYPE,TYPE>& rhs);
/// assignment operator
void operator=(const SafePriorityQueue<PRITYPE,TYPE>& rhs);
/// returns number of elements in the queue
SizeT Size() const;
/// return true if queue is empty
bool IsEmpty() const;
/// remove all elements from the queue
void Clear();
/// add element to the back of the queue
void Insert(PRITYPE pri, const TYPE& e);
/// erase all matching elements
void EraseMatchingElements(const TYPE& e);
/// remove the element from the front of the queue
TYPE Dequeue();
/// get copy of element at front of queue without removing it
TYPE Peek() const;
/// wait until queue contains at least one element
void Wait();
/// signal the internal event, so that Wait() will return
void Signal();
protected:
CriticalSection criticalSection;
Event enqueueEvent;
};
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE>
SafePriorityQueue<PRITYPE,TYPE>::SafePriorityQueue()
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE>
SafePriorityQueue<PRITYPE,TYPE>::SafePriorityQueue(const SafePriorityQueue<PRITYPE,TYPE>& rhs)
{
this->criticalSection.Enter();
this->queueArray = rhs.queueArray;
this->criticalSection.Leave();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> void
SafePriorityQueue<PRITYPE,TYPE>::operator=(const SafePriorityQueue<PRITYPE,TYPE>& rhs)
{
this->criticalSection.Enter();
this->queueArray = rhs.queueArray;
this->criticalSection.Leave();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> void
SafePriorityQueue<PRITYPE,TYPE>::Clear()
{
this->criticalSection.Enter();
this->queueArray.Clear();
this->criticalSection.Leave();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> SizeT
SafePriorityQueue<PRITYPE,TYPE>::Size() const
{
return this->queueArray.Size();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> bool
SafePriorityQueue<PRITYPE,TYPE>::IsEmpty() const
{
return this->queueArray.IsEmpty();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> void
SafePriorityQueue<PRITYPE,TYPE>::Insert(PRITYPE pri, const TYPE& e)
{
Util::KeyValuePair<PRITYPE, TYPE> kvp(pri, e);
this->criticalSection.Enter();
this->queueArray.InsertSorted(kvp);
this->criticalSection.Leave();
this->enqueueEvent.Signal();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> void
SafePriorityQueue<PRITYPE,TYPE>::EraseMatchingElements(const TYPE& e)
{
this->criticalSection.Enter();
Util::Array<Util::KeyValuePair<PRITYPE,TYPE> >::Iterator iter;
for (iter = this->queueArray.Begin(); iter != this->queueArray.End();)
{
if ((*iter).Value() == e)
{
iter = this->queueArray.Erase(iter);
}
else
{
iter++;
}
}
this->criticalSection.Leave();
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> TYPE
SafePriorityQueue<PRITYPE,TYPE>::Dequeue()
{
this->criticalSection.Enter();
TYPE value = this->queueArray.Front().Value();
this->queueArray.EraseIndex(0);
this->criticalSection.Leave();
return value;
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> TYPE
SafePriorityQueue<PRITYPE,TYPE>::Peek() const
{
this->criticalSection.Enter();
TYPE value = this->queueArray.Front().Value();
this->criticalSection.Leave();
return value;
}
//------------------------------------------------------------------------------
/**
*/
template<class PRITYPE, class TYPE> void
SafePriorityQueue<PRITYPE,TYPE>::Wait()
{
if (this->queueArray.Size() == 0)
{
this->enqueueEvent.Wait();
}
}
//------------------------------------------------------------------------------
/**
This signals the internal event object, on which Wait() may be waiting.
This method may be useful to wake up a thread waiting for events
when it should stop.
*/
template<class PRITYPE, class TYPE> void
SafePriorityQueue<PRITYPE,TYPE>::Signal()
{
this->enqueueEvent.Signal();
}
} // namespace Threading
//------------------------------------------------------------------------------