blob: 032da153917898ff2027071e93a5d920b0df6ea8 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
|
/*
* InspIRCd -- Internet Relay Chat Daemon
*
* Copyright (C) 2009 Daniel De Graaf <danieldg@inspircd.org>
* Copyright (C) 2008 Craig Edwards <craigedwards@brainbox.cc>
*
* This file is part of InspIRCd. InspIRCd is free software: you can
* redistribute it and/or modify it under the terms of the GNU General Public
* License as published by the Free Software Foundation, version 2.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <vector>
#include <string>
#include <map>
#include "config.h"
#include "base.h"
class ThreadData;
/** 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;
/** Opaque thread state managed by the ThreadEngine
*/
ThreadData state;
/** ThreadEngine manages Thread::state
*/
friend class ThreadEngine;
protected:
/** Get thread's current exit status.
* (are we being asked to exit?)
*/
bool GetExitFlag()
{
return ExitFlag;
}
public:
/** Set Creator to NULL at this point
*/
Thread() : ExitFlag(false)
{
}
/* If the thread is running, you MUST join BEFORE deletion */
virtual ~Thread();
/** Override this method to put your actual
* threaded code here.
*/
virtual void Run() = 0;
/** Signal the thread to exit gracefully.
*/
virtual void SetExitFlag();
/** Join the thread (calls SetExitFlag and waits for exit)
*/
void join();
};
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();
}
public:
/** Notifies parent by making the SignalFD ready to read
* No requirements on locking
*/
void NotifyParent();
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;
};
|