forked from teamnwah/openmw-tes3coop
Add WorkQueue class
parent
15453e3d90
commit
cc71e894e1
@ -0,0 +1,119 @@
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#include "workqueue.hpp"
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namespace SceneUtil
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{
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void WorkTicket::waitTillDone()
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{
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if (mDone > 0)
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return;
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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while (mDone == 0)
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{
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mCondition.wait(&mMutex);
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}
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}
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void WorkTicket::signalDone()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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mDone.exchange(1);
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mCondition.broadcast();
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}
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WorkItem::WorkItem()
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: mTicket(new WorkTicket)
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{
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}
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WorkItem::~WorkItem()
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{
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}
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void WorkItem::doWork()
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{
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mTicket->signalDone();
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}
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osg::ref_ptr<WorkTicket> WorkItem::getTicket()
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{
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return mTicket;
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}
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WorkQueue::WorkQueue(int workerThreads)
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: mIsReleased(false)
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{
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for (int i=0; i<workerThreads; ++i)
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{
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WorkThread* thread = new WorkThread(this);
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mThreads.push_back(thread);
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thread->startThread();
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}
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}
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WorkQueue::~WorkQueue()
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{
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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while (mQueue.size())
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{
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WorkItem* item = mQueue.front();
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delete item;
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mQueue.pop();
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}
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mIsReleased = true;
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mCondition.broadcast();
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}
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for (unsigned int i=0; i<mThreads.size(); ++i)
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{
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mThreads[i]->join();
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delete mThreads[i];
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}
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}
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WorkTicket* WorkQueue::addWorkItem(WorkItem *item)
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{
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WorkTicket* ticket = item->getTicket().get();
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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mQueue.push(item);
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mCondition.signal();
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return ticket;
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}
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WorkItem *WorkQueue::removeWorkItem()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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while (!mQueue.size() && !mIsReleased)
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{
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mCondition.wait(&mMutex);
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}
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if (mQueue.size())
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{
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WorkItem* item = mQueue.front();
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mQueue.pop();
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return item;
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}
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else
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return NULL;
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}
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WorkThread::WorkThread(WorkQueue *workQueue)
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: mWorkQueue(workQueue)
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{
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}
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void WorkThread::run()
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{
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while (true)
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{
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WorkItem* item = mWorkQueue->removeWorkItem();
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if (!item)
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return;
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item->doWork();
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delete item;
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}
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}
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}
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@ -0,0 +1,91 @@
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#ifndef OPENMW_COMPONENTS_SCENEUTIL_WORKQUEUE_H
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#define OPENMW_COMPONENTS_SCENEUTIL_WORKQUEUE_H
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#include <OpenThreads/Atomic>
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#include <OpenThreads/Mutex>
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#include <OpenThreads/Condition>
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#include <OpenThreads/Thread>
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#include <osg/Referenced>
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#include <osg/ref_ptr>
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#include <queue>
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namespace SceneUtil
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{
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class WorkTicket : public osg::Referenced
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{
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public:
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void waitTillDone();
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void signalDone();
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private:
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OpenThreads::Atomic mDone;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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};
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class WorkItem
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{
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public:
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WorkItem();
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virtual ~WorkItem();
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/// Override in a derived WorkItem to perform actual work.
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/// By default, just signals the ticket that the work is done.
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virtual void doWork();
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osg::ref_ptr<WorkTicket> getTicket();
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protected:
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osg::ref_ptr<WorkTicket> mTicket;
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};
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class WorkQueue;
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class WorkThread : public OpenThreads::Thread
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{
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public:
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WorkThread(WorkQueue* workQueue);
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virtual void run();
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private:
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WorkQueue* mWorkQueue;
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};
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/// @brief A work queue that users can push work items onto, to be completed by one or more background threads.
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class WorkQueue
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{
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public:
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WorkQueue(int numWorkerThreads=1);
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~WorkQueue();
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/// Add a new work item to the back of the queue.
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/// @par The returned WorkTicket may be used by the caller to wait until the work is complete.
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WorkTicket* addWorkItem(WorkItem* item);
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/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
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/// If the workqueue is in the process of being destroyed, may return NULL.
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/// @note The caller must free the returned WorkItem
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WorkItem* removeWorkItem();
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void runThread();
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private:
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bool mIsReleased;
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std::queue<WorkItem*> mQueue;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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std::vector<WorkThread*> mThreads;
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};
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}
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#endif
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