godot/core/os/thread.cpp

110 lines
4.6 KiB
C++

/**************************************************************************/
/* thread.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "platform_config.h"
#ifndef PLATFORM_THREAD_OVERRIDE // See details in thread.h
#include "thread.h"
#include "core/object/script_language.h"
#include "core/templates/safe_refcount.h"
Thread::PlatformFunctions Thread::platform_functions;
SafeNumeric<uint64_t> Thread::id_counter(1); // The first value after .increment() is 2, hence by default the main thread ID should be 1.
thread_local Thread::ID Thread::caller_id = Thread::UNASSIGNED_ID;
void Thread::_set_platform_functions(const PlatformFunctions &p_functions) {
platform_functions = p_functions;
}
void Thread::callback(ID p_caller_id, const Settings &p_settings, Callback p_callback, void *p_userdata) {
Thread::caller_id = p_caller_id;
if (platform_functions.set_priority) {
platform_functions.set_priority(p_settings.priority);
}
if (platform_functions.init) {
platform_functions.init();
}
ScriptServer::thread_enter(); // Scripts may need to attach a stack.
if (platform_functions.wrapper) {
platform_functions.wrapper(p_callback, p_userdata);
} else {
p_callback(p_userdata);
}
ScriptServer::thread_exit();
if (platform_functions.term) {
platform_functions.term();
}
}
void Thread::start(Thread::Callback p_callback, void *p_user, const Settings &p_settings) {
ERR_FAIL_COND_MSG(id != UNASSIGNED_ID, "A Thread object has been re-started without wait_to_finish() having been called on it.");
id = id_counter.increment();
std::thread new_thread(&Thread::callback, id, p_settings, p_callback, p_user);
thread.swap(new_thread);
}
bool Thread::is_started() const {
return id != UNASSIGNED_ID;
}
void Thread::wait_to_finish() {
ERR_FAIL_COND_MSG(id == UNASSIGNED_ID, "Attempt of waiting to finish on a thread that was never started.");
ERR_FAIL_COND_MSG(id == get_caller_id(), "Threads can't wait to finish on themselves, another thread must wait.");
thread.join();
std::thread empty_thread;
thread.swap(empty_thread);
id = UNASSIGNED_ID;
}
Error Thread::set_name(const String &p_name) {
if (platform_functions.set_name) {
return platform_functions.set_name(p_name);
}
return ERR_UNAVAILABLE;
}
Thread::Thread() {
}
Thread::~Thread() {
if (id != UNASSIGNED_ID) {
#ifdef DEBUG_ENABLED
WARN_PRINT("A Thread object has been destroyed without wait_to_finish() having been called on it. Please do so to ensure correct cleanup of the thread.");
#endif
thread.detach();
}
}
#endif // PLATFORM_THREAD_OVERRIDE