X-Git-Url: https://git.netwichtig.de/gitweb/?a=blobdiff_plain;f=include%2Fthreadengine.h;h=41e3fc68612cfe42a5270187ff416cd9d6d2a653;hb=e4a590c7926b4b9454093f88b2d4d1616b717df2;hp=7d27b867ac8b911c34131bd0d066e132eb57c4e6;hpb=9dbd7d10ac81c6445c58f4abb4f0eff240a8f9d2;p=user%2Fhenk%2Fcode%2Finspircd.git diff --git a/include/threadengine.h b/include/threadengine.h index 7d27b867a..41e3fc686 100644 --- a/include/threadengine.h +++ b/include/threadengine.h @@ -2,8 +2,8 @@ * | Inspire Internet Relay Chat Daemon | * +------------------------------------+ * - * InspIRCd: (C) 2002-2008 InspIRCd Development Team - * See: http://www.inspircd.org/wiki/index.php/Credits + * InspIRCd: (C) 2002-2009 InspIRCd Development Team + * See: http://wiki.inspircd.org/Credits * * This program is free but copyrighted software; see * the file COPYING for details. @@ -20,34 +20,155 @@ #include "inspircd_config.h" #include "base.h" -class InspIRCd; +#ifdef WINDOWS +#include "threadengines/threadengine_win32.h" +#endif -class CoreExport Thread : public Extensible -{ - public: - Thread() { }; - virtual ~Thread() { }; - virtual void Run() = 0; -}; +class ThreadData; -class CoreExport ThreadEngine : public Extensible +/** Derive from this class to implement your own threaded sections of + * code. Be sure to keep your code thread-safe and not prone to deadlocks + * and race conditions if you MUST use threading! + */ +class CoreExport Thread { + private: + /** Set to true when the thread is to exit + */ + bool ExitFlag; protected: + /** Get thread's current exit status. + * (are we being asked to exit?) + */ + bool GetExitFlag() + { + return ExitFlag; + } + public: + /** Opaque thread state managed by threading engine + */ + ThreadData* state; - InspIRCd* ServerInstance; - Thread* NewThread; + /** Set Creator to NULL at this point + */ + Thread() : ExitFlag(false), state(NULL) + { + } - public: + /* If the thread is running, you MUST join BEFORE deletion */ + virtual ~Thread(); - ThreadEngine(InspIRCd* Instance); + /** Override this method to put your actual + * threaded code here. + */ + virtual void Run() = 0; - virtual ~ThreadEngine(); + /** Signal the thread to exit gracefully. + */ + virtual void SetExitFlag(); - virtual bool Mutex(bool enable) = 0; + /** Join the thread (calls SetExitFlag and waits for exit) + */ + void join(); +}; - virtual void Run() = 0; - virtual void Create(Thread* thread_to_init) = 0; +class CoreExport QueuedThread : public Thread +{ + ThreadQueueData queue; + protected: + /** Waits for an enqueue operation to complete + * You MUST hold the queue lock when you call this. + * It will be unlocked while you wait, and will be relocked + * before the function returns + */ + void WaitForQueue() + { + queue.Wait(); + } + public: + /** Lock queue. + */ + void LockQueue() + { + queue.Lock(); + } + /** Unlock queue. + */ + void UnlockQueue() + { + queue.Unlock(); + } + /** Unlock queue and wake up worker + */ + void UnlockQueueWakeup() + { + queue.Wakeup(); + queue.Unlock(); + } + virtual void SetExitFlag() + { + queue.Lock(); + Thread::SetExitFlag(); + queue.Wakeup(); + queue.Unlock(); + } +}; + +class CoreExport SocketThread : public Thread +{ + ThreadQueueData queue; + ThreadSignalData signal; + protected: + /** Waits for an enqueue operation to complete + * You MUST hold the queue lock when you call this. + * It will be unlocked while you wait, and will be relocked + * before the function returns + */ + void WaitForQueue() + { + queue.Wait(); + } + /** Notifies parent by making the SignalFD ready to read + * No requirements on locking + */ + void NotifyParent(); + public: + SocketThread(); + virtual ~SocketThread(); + /** Lock queue. + */ + void LockQueue() + { + queue.Lock(); + } + /** Unlock queue. + */ + void UnlockQueue() + { + queue.Unlock(); + } + /** Unlock queue and send wakeup to worker + */ + void UnlockQueueWakeup() + { + queue.Wakeup(); + queue.Unlock(); + } + virtual void SetExitFlag() + { + queue.Lock(); + Thread::SetExitFlag(); + queue.Wakeup(); + queue.Unlock(); + } + + /** + * Called in the context of the parent thread after a notification + * has passed through the socket + */ + virtual void OnNotify() = 0; }; #endif +