dolphin/Source/Core/Common/BlockingLoop.h
degasus 02a3a063c3 Fifo: Extract syncing loop
It's now a new helper function within common.
2015-05-30 12:58:09 +02:00

165 lines
3.7 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <mutex>
#include <thread>
#include "Common/Event.h"
#include "Common/Flag.h"
namespace Common
{
// This class provides a synchronized loop.
// It's a thread-safe way to trigger a new iteration without busy loops.
// It's optimized for high-usage iterations which usually are already running while it's triggered often.
class BlockingLoop
{
public:
BlockingLoop()
{
m_stopped.Set();
}
~BlockingLoop()
{
Stop();
}
// Triggers to rerun the payload of the Run() function at least once again.
// This function will never block and is designed to finish as fast as possible.
void Wakeup()
{
// already running, so no need for a wakeup
if (m_is_running.IsSet())
return;
m_is_running.Set();
m_is_pending.Set();
m_new_work_event.Set();
}
// Wait for a complete payload run after the last Wakeup() call.
// If stopped, this returns immediately.
void Wait()
{
// We have to give the loop a chance to exit.
m_may_sleep.Set();
if (m_stopped.IsSet() || (!m_is_running.IsSet() && !m_is_pending.IsSet()))
return;
// notifying this event will only wake up one thread, so use a mutex here to
// allow only one waiting thread. And in this way, we get an event free wakeup
// but for the first thread for free
std::lock_guard<std::mutex> lk(m_wait_lock);
while (!m_stopped.IsSet() && (m_is_running.IsSet() || m_is_pending.IsSet()))
{
m_may_sleep.Set();
m_done_event.Wait();
}
}
// Half start the worker.
// So this object is in running state and Wait() will block until the worker calls Run().
// This may be called from any thread and is supposed to call at least once before Wait() is used.
void Prepare()
{
// There is a race condition if the other threads call this function while
// the loop thread is initializing. Using this lock will ensure a valid state.
std::lock_guard<std::mutex> lk(m_prepare_lock);
if (!m_stopped.TestAndClear())
return;
m_is_pending.Set();
m_shutdown.Clear();
m_may_sleep.Set();
}
// Mainloop of this object.
// The payload callback is called at least as often as it's needed to match the Wakeup() requirements.
template<class F> void Run(F payload)
{
Prepare();
while (!m_shutdown.IsSet())
{
payload();
m_is_pending.Clear();
m_done_event.Set();
if (m_is_running.IsSet())
{
if (m_may_sleep.IsSet())
{
m_is_pending.Set();
m_is_running.Clear();
// We'll sleep after the next iteration now,
// so clear this flag now and we won't sleep another times.
m_may_sleep.Clear();
}
}
else
{
m_new_work_event.WaitFor(std::chrono::milliseconds(100));
}
}
m_is_running.Clear();
m_is_pending.Clear();
m_stopped.Set();
m_done_event.Set();
}
// Quits the mainloop.
// By default, it will wait until the Mainloop quits.
// Be careful to not use the blocking way within the payload of the Run() method.
void Stop(bool block = true)
{
if (m_stopped.IsSet())
return;
m_shutdown.Set();
Wakeup();
if (block)
Wait();
}
bool IsRunning() const
{
return !m_stopped.IsSet() && !m_shutdown.IsSet();
}
void AllowSleep()
{
m_may_sleep.Set();
}
private:
std::mutex m_wait_lock;
std::mutex m_prepare_lock;
Flag m_stopped; // This one is set, Wait() shall not block.
Flag m_shutdown; // If this one is set, the loop shall be quit.
Event m_new_work_event;
Flag m_is_running; // If this one is set, the loop will be called at least once again.
Event m_done_event;
Flag m_is_pending; // If this one is set, there might still be work to do.
Flag m_may_sleep; // If this one is set, we fall back from the busy loop to an event based synchronization.
};
}