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openmw-tes3coop/components/sceneutil/workqueue.cpp

121 lines
2.2 KiB
C++

#include "workqueue.hpp"
#include <iostream>
namespace SceneUtil
{
void WorkItem::waitTillDone()
{
if (mDone > 0)
return;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
while (mDone == 0)
{
mCondition.wait(&mMutex);
}
}
void WorkItem::signalDone()
{
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
mDone.exchange(1);
}
mCondition.broadcast();
}
WorkItem::WorkItem()
{
}
WorkItem::~WorkItem()
{
}
bool WorkItem::isDone() const
{
return (mDone > 0);
}
WorkQueue::WorkQueue(int workerThreads)
: mIsReleased(false)
{
for (int i=0; i<workerThreads; ++i)
{
WorkThread* thread = new WorkThread(this);
mThreads.push_back(thread);
thread->startThread();
}
}
WorkQueue::~WorkQueue()
{
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
while (!mQueue.empty())
mQueue.pop_back();
mIsReleased = true;
mCondition.broadcast();
}
for (unsigned int i=0; i<mThreads.size(); ++i)
{
mThreads[i]->join();
delete mThreads[i];
}
}
void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item, bool front)
{
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);
if (front)
mQueue.push_front(item);
else
mQueue.push_back(item);
mCondition.signal();
}
osg::ref_ptr<WorkItem> WorkQueue::removeWorkItem()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
while (mQueue.empty() && !mIsReleased)
{
mCondition.wait(&mMutex);
}
if (!mQueue.empty())
{
osg::ref_ptr<WorkItem> item = mQueue.front();
mQueue.pop_front();
return item;
}
else
return NULL;
}
WorkThread::WorkThread(WorkQueue *workQueue)
: mWorkQueue(workQueue)
{
}
void WorkThread::run()
{
while (true)
{
osg::ref_ptr<WorkItem> item = mWorkQueue->removeWorkItem();
if (!item)
return;
item->doWork();
item->signalDone();
}
}
}