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bcdbedc0be
* Add RakNet source files to the VS project
433 lines
12 KiB
C++
433 lines
12 KiB
C++
#ifndef __THREAD_POOL_H
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#define __THREAD_POOL_H
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#include "DS_Queue.h"
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#include "SimpleMutex.h"
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/// A simple class to create work threads that processes a queue of functions with data.
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/// This class does not allocate or deallocate memory. It is up to the user to handle memory management.
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/// InputType and OutputType are stored directly in a queue. For large structures, if you plan to delete from the middle of the queue,
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/// you might wish to store pointers rather than the structures themselves so the array can shift efficiently.
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template <class InputType, class OutputType>
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struct ThreadPool
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{
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ThreadPool();
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~ThreadPool();
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/// Start the specified number of threads.
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/// \param[in] numThreads The number of threads to start
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/// \param[in] stackSize 0 for default (except on consoles).
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/// \return True on success, false on failure.
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bool StartThreads(int numThreads, int stackSize);
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/// Stops all threads
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void StopThreads(void);
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/// Adds a function to a queue with data to pass to that function. This function will be called from the thread
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/// Memory management is your responsibility! This class does not allocate or deallocate memory.
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/// The best way to deallocate \a inputData is in userCallback. If you call EndThreads such that callbacks were not called, you
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/// can iterate through the inputDataQueue and deallocate all pending input data there
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/// The best way to deallocate output is as it is returned to you from GetOutput. Similarly, if you end the threads such that
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/// not all output was returned, you can iterate through outputQueue and deallocate it there.
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/// \param[in] workerThreadCallback The function to call from the thread
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/// \param[in] inputData The parameter to pass to \a userCallback
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void AddInput(OutputType (*workerThreadCallback)(InputType, bool *returnOutput), InputType inputData);
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/// Returns true if output from GetOutput is waiting.
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/// \return true if output is waiting, false otherwise
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bool HasOutput(void);
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/// Inaccurate but fast version of HasOutput. If this returns true, you should still check HasOutput for the real value.
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/// \return true if output is probably waiting, false otherwise
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bool HasOutputFast(void);
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/// Gets the output of a call to \a userCallback
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/// HasOutput must return true before you call this function. Otherwise it will assert.
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/// \return The output of \a userCallback. If you have different output signatures, it is up to you to encode the data to indicate this
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OutputType GetOutput(void);
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/// Clears internal buffers
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void Clear(void);
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/// Lock the input buffer before calling the functions InputSize, InputAtIndex, and RemoveInputAtIndex
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/// It is only necessary to lock the input or output while the threads are running
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void LockInput(void);
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/// Unlock the input buffer after you are done with the functions InputSize, GetInputAtIndex, and RemoveInputAtIndex
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void UnlockInput(void);
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/// Length of the input queue
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unsigned InputSize(void);
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/// Get the input at a specified index
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InputType GetInputAtIndex(unsigned index);
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/// Remove input from a specific index. This does NOT do memory deallocation - it only removes the item from the queue
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void RemoveInputAtIndex(unsigned index);
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/// Lock the output buffer before calling the functions OutputSize, OutputAtIndex, and RemoveOutputAtIndex
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/// It is only necessary to lock the input or output while the threads are running
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void LockOutput(void);
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/// Unlock the output buffer after you are done with the functions OutputSize, GetOutputAtIndex, and RemoveOutputAtIndex
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void UnlockOutput(void);
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/// Length of the output queue
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unsigned OutputSize(void);
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/// Get the output at a specified index
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OutputType GetOutputAtIndex(unsigned index);
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/// Remove output from a specific index. This does NOT do memory deallocation - it only removes the item from the queue
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void RemoveOutputAtIndex(unsigned index);
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/// Removes all items from the input queue
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void ClearInput(void);
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/// Removes all items from the output queue
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void ClearOutput(void);
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protected:
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// It is valid to cancel input before it is processed. To do so, lock the inputQueue with inputQueueMutex,
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// Scan the list, and remove the item you don't want.
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SimpleMutex inputQueueMutex, outputQueueMutex;
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// inputFunctionQueue & inputDataQueue are paired arrays so if you delete from one at a particular index you must delete from the other
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// at the same index
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DataStructures::Queue<OutputType (*)(InputType, bool *returnOutput)> inputFunctionQueue;
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DataStructures::Queue<InputType> inputDataQueue;
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DataStructures::Queue<OutputType> outputQueue;
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template <class InputType, class OutputType>
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#ifdef _WIN32
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friend unsigned __stdcall WorkerThread( LPVOID arguments );
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#else
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friend void* WorkerThread( void* arguments );
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#endif
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/// \internal
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bool threadsRunning;
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/// \internal
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int numThreadsRunning;
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/// \internal
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SimpleMutex numThreadsRunningMutex;
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#ifdef _WIN32
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/// \internal
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HANDLE quitAndIncomingDataEvents[2];
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#endif
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};
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#include "ThreadPool.h"
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#include "RakSleep.h"
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#ifdef _WIN32
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#include <process.h>
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#else
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#include <unistd.h>
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#include <pthread.h>
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#endif
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template <class InputType, class OutputType>
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#ifdef _WIN32
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unsigned __stdcall WorkerThread( LPVOID arguments )
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#else
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void* WorkerThread( void* arguments )
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#endif
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{
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bool returnOutput;
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ThreadPool<InputType, OutputType> *threadPool = (ThreadPool<InputType, OutputType>*) arguments;
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OutputType (*userCallback)(InputType, bool *returnOutput);
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InputType inputData;
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OutputType callbackOutput;
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userCallback=0;
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// Increase numThreadsRunning
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threadPool->numThreadsRunningMutex.Lock();
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++threadPool->numThreadsRunning;
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threadPool->numThreadsRunningMutex.Unlock();
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while (1)
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{
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#ifdef _WIN32
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if (userCallback==0)
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{
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// Wait for signaled event
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WaitForMultipleObjects(
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2,
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threadPool->quitAndIncomingDataEvents,
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false,
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INFINITE);
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}
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#endif
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if (threadPool->threadsRunning==false)
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break;
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// Read input data
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userCallback=0;
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threadPool->inputQueueMutex.Lock();
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if (threadPool->inputFunctionQueue.Size())
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{
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userCallback=threadPool->inputFunctionQueue.Pop();
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inputData=threadPool->inputDataQueue.Pop();
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}
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threadPool->inputQueueMutex.Unlock();
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if (userCallback)
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{
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callbackOutput=userCallback(inputData, &returnOutput);
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if (returnOutput)
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{
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threadPool->outputQueueMutex.Lock();
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threadPool->outputQueue.Push(callbackOutput);
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threadPool->outputQueueMutex.Unlock();
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}
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}
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#ifndef _WIN32
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// If no input data available, and GCC, then sleep.
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if (userCallback==0)
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RakSleep(1000);
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#endif
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}
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// Decrease numThreadsRunning
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threadPool->numThreadsRunningMutex.Lock();
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--threadPool->numThreadsRunning;
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threadPool->numThreadsRunningMutex.Unlock();
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return 0;
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}
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template <class InputType, class OutputType>
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ThreadPool<InputType, OutputType>::ThreadPool()
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{
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threadsRunning=false;
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numThreadsRunning=0;
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}
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template <class InputType, class OutputType>
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ThreadPool<InputType, OutputType>::~ThreadPool()
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{
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StopThreads();
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Clear();
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::StartThreads(int numThreads, int stackSize)
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{
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if (threadsRunning==true)
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return false;
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#ifdef _WIN32
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quitAndIncomingDataEvents[0]=CreateEvent(0, true, false, 0);
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quitAndIncomingDataEvents[1]=CreateEvent(0, false, false, 0);
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#endif
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unsigned threadId = 0;
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int i;
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for (i=0; i < numThreads; i++)
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{
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#ifdef _WIN32
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HANDLE threadHandle;
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#ifdef _COMPATIBILITY_1
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threadHandle = ( HANDLE ) _beginthreadex( NULL, 0, WorkerThread<InputType, OutputType>, this, 0, &threadId );
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#else
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threadHandle = ( HANDLE ) _beginthreadex( NULL, stackSize, WorkerThread<InputType, OutputType>, this, 0, &threadId );
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#endif
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if (threadHandle==0)
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{
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StopThreads();
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return false;
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}
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CloseHandle(threadHandle);
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#else
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pthread_t threadHandle;
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pthread_attr_t attr;
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pthread_attr_init( &attr );
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pthread_attr_setdetachstate( &attr, PTHREAD_CREATE_DETACHED );
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// sched_param sp;
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// sp.sched_priority = sched_get_priority_max(SCHED_OTHER);
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// pthread_attr_setschedparam(&attr, &sp);
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int error;
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error = pthread_create( &threadHandle, &attr, &WorkerThread, this );
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if ( error )
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{
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StopThreads();
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return false;
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}
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#endif
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}
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threadsRunning=true;
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// Wait for number of threads running to increase to numThreads
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bool done=false;
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while (done==false)
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{
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RakSleep(50);
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numThreadsRunningMutex.Lock();
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if (numThreadsRunning==numThreads)
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done=true;
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numThreadsRunningMutex.Unlock();
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}
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return true;
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::StopThreads(void)
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{
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if (threadsRunning==false)
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return;
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threadsRunning=false;
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#ifdef _WIN32
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// Quit event
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SetEvent(quitAndIncomingDataEvents[0]);
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#endif
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// Wait for number of threads running to decrease to 0
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bool done=false;
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while (done==false)
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{
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RakSleep(50);
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numThreadsRunningMutex.Lock();
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if (numThreadsRunning==0)
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done=true;
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numThreadsRunningMutex.Unlock();
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}
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#ifdef _WIN32
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CloseHandle(quitAndIncomingDataEvents[0]);
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CloseHandle(quitAndIncomingDataEvents[1]);
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#endif
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::AddInput(OutputType (*workerThreadCallback)(InputType, bool *returnOutput), InputType inputData)
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{
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inputQueueMutex.Lock();
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inputDataQueue.Push(inputData);
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inputFunctionQueue.Push(workerThreadCallback);
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inputQueueMutex.Unlock();
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#ifdef _WIN32
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// Input data event
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SetEvent(quitAndIncomingDataEvents[1]);
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#endif
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::HasOutputFast(void)
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{
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return outputQueue.IsEmpty()==false;
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::HasOutput(void)
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{
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bool res;
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outputQueueMutex.Lock();
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res=outputQueue.IsEmpty()==false;
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outputQueueMutex.Unlock();
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return res;
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}
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template <class InputType, class OutputType>
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OutputType ThreadPool<InputType, OutputType>::GetOutput(void)
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{
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// Real output check
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OutputType output;
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outputQueueMutex.Lock();
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output=outputQueue.Pop();
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outputQueueMutex.Unlock();
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return output;
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::Clear(void)
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{
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if (threadsRunning)
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{
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inputQueueMutex.Lock();
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inputFunctionQueue.Clear();
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inputDataQueue.Clear();
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inputQueueMutex.Unlock();
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outputQueueMutex.Lock();
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outputQueue.Clear();
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outputQueueMutex.Unlock();
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}
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else
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{
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inputFunctionQueue.Clear();
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inputDataQueue.Clear();
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outputQueue.Clear();
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}
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::LockInput(void)
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{
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inputQueueMutex.Lock();
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::UnlockInput(void)
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{
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inputQueueMutex.Unlock();
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}
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template <class InputType, class OutputType>
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unsigned ThreadPool<InputType, OutputType>::InputSize(void)
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{
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return inputDataQueue.Size();
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}
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template <class InputType, class OutputType>
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InputType ThreadPool<InputType, OutputType>::GetInputAtIndex(unsigned index)
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{
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return inputDataQueue[index];
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::RemoveInputAtIndex(unsigned index)
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{
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inputDataQueue.Del(index);
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inputFunctionQueue.Del(index);
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::LockOutput(void)
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{
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outputQueueMutex.Lock();
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::UnlockOutput(void)
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{
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outputQueueMutex.Unlock();
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}
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template <class InputType, class OutputType>
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unsigned ThreadPool<InputType, OutputType>::OutputSize(void)
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{
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return outputQueue.Size();
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}
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template <class InputType, class OutputType>
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OutputType ThreadPool<InputType, OutputType>::GetOutputAtIndex(unsigned index)
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{
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return outputQueue[index];
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::RemoveOutputAtIndex(unsigned index)
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{
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outputQueue.Del(index);
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::ClearInput(void)
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{
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inputDataQueue.Clear();
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inputFunctionQueue.Clear();
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::ClearOutput(void)
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{
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outputQueue.Clear();
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}
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#endif
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