Refactor WorkQueue, merge WorkTicket and WorkItem

Allow the caller to hold on to the WorkItem. This makes it possible for a derived WorkItem to store the result of the work within the WorkItem itself.
coverity_scan
scrawl 9 years ago
parent df57d4bfba
commit b7e69cbc64

@ -1,9 +1,11 @@
#include "workqueue.hpp"
#include <iostream>
namespace SceneUtil
{
void WorkTicket::waitTillDone()
void WorkItem::waitTillDone()
{
if (mDone > 0)
return;
@ -15,7 +17,7 @@ void WorkTicket::waitTillDone()
}
}
void WorkTicket::signalDone()
void WorkItem::signalDone()
{
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
@ -25,23 +27,16 @@ void WorkTicket::signalDone()
}
WorkItem::WorkItem()
: mTicket(new WorkTicket)
{
mTicket->setThreadSafeRefUnref(true);
}
WorkItem::~WorkItem()
{
}
void WorkItem::doWork()
{
mTicket->signalDone();
}
osg::ref_ptr<WorkTicket> WorkItem::getTicket()
bool WorkItem::isDone() const
{
return mTicket;
return (mDone > 0);
}
WorkQueue::WorkQueue(int workerThreads)
@ -60,11 +55,7 @@ WorkQueue::~WorkQueue()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
while (!mQueue.empty())
{
WorkItem* item = mQueue.front();
delete item;
mQueue.pop();
}
mIsReleased = true;
mCondition.broadcast();
}
@ -76,16 +67,20 @@ WorkQueue::~WorkQueue()
}
}
osg::ref_ptr<WorkTicket> WorkQueue::addWorkItem(WorkItem *item)
void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item)
{
osg::ref_ptr<WorkTicket> ticket = item->getTicket();
if (item->isDone())
{
std::cerr << "warning, trying to add a work item that is already completed" << std::endl;
return;
}
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
mQueue.push(item);
mCondition.signal();
return ticket;
}
WorkItem *WorkQueue::removeWorkItem()
osg::ref_ptr<WorkItem> WorkQueue::removeWorkItem()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
while (mQueue.empty() && !mIsReleased)
@ -94,7 +89,7 @@ WorkItem *WorkQueue::removeWorkItem()
}
if (mQueue.size())
{
WorkItem* item = mQueue.front();
osg::ref_ptr<WorkItem> item = mQueue.front();
mQueue.pop();
return item;
}
@ -111,11 +106,11 @@ void WorkThread::run()
{
while (true)
{
WorkItem* item = mWorkQueue->removeWorkItem();
osg::ref_ptr<WorkItem> item = mWorkQueue->removeWorkItem();
if (!item)
return;
item->doWork();
delete item;
item->signalDone();
}
}

@ -14,69 +14,53 @@
namespace SceneUtil
{
class WorkTicket : public osg::Referenced
{
public:
void waitTillDone();
void signalDone();
private:
OpenThreads::Atomic mDone;
OpenThreads::Mutex mMutex;
OpenThreads::Condition mCondition;
};
class WorkItem
class WorkItem : public osg::Referenced
{
public:
WorkItem();
virtual ~WorkItem();
/// Override in a derived WorkItem to perform actual work.
/// By default, just signals the ticket that the work is done.
virtual void doWork();
virtual void doWork() {}
bool isDone() const;
osg::ref_ptr<WorkTicket> getTicket();
/// Wait until the work is completed. Usually called from the main thread.
void waitTillDone();
/// Internal use by the WorkQueue.
void signalDone();
protected:
osg::ref_ptr<WorkTicket> mTicket;
OpenThreads::Atomic mDone;
OpenThreads::Mutex mMutex;
OpenThreads::Condition mCondition;
};
class WorkQueue;
class WorkThread : public OpenThreads::Thread
{
public:
WorkThread(WorkQueue* workQueue);
virtual void run();
private:
WorkQueue* mWorkQueue;
};
class WorkThread;
/// @brief A work queue that users can push work items onto, to be completed by one or more background threads.
class WorkQueue
/// @note Work items will be processed in the order that they were given in, however
/// if multiple work threads are involved then it is possible for a later item to complete before earlier items.
class WorkQueue : public osg::Referenced
{
public:
WorkQueue(int numWorkerThreads=1);
~WorkQueue();
/// Add a new work item to the back of the queue.
/// @par The returned WorkTicket may be used by the caller to wait until the work is complete.
osg::ref_ptr<WorkTicket> addWorkItem(WorkItem* item);
/// @par The work item's waitTillDone() method may be used by the caller to wait until the work is complete.
void addWorkItem(osg::ref_ptr<WorkItem> item);
/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
/// If the workqueue is in the process of being destroyed, may return NULL.
/// @note The caller must free the returned WorkItem
WorkItem* removeWorkItem();
void runThread();
/// @par Used internally by the WorkThread.
osg::ref_ptr<WorkItem> removeWorkItem();
private:
bool mIsReleased;
std::queue<WorkItem*> mQueue;
std::queue<osg::ref_ptr<WorkItem> > mQueue;
OpenThreads::Mutex mMutex;
OpenThreads::Condition mCondition;
@ -84,6 +68,17 @@ namespace SceneUtil
std::vector<WorkThread*> mThreads;
};
/// Internally used by WorkQueue.
class WorkThread : public OpenThreads::Thread
{
public:
WorkThread(WorkQueue* workQueue);
virtual void run();
private:
WorkQueue* mWorkQueue;
};
}

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