Codechange: Replace custom thread code with C++11 thread objects.

We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
pull/88/head
Michael Lutz 5 years ago
parent 05f4e73608
commit 05bc2ed7cb

@ -1334,8 +1334,7 @@
<ResourceCompile Include="..\src\os\windows\ottdres.rc" />
<ClCompile Include="..\src\os\windows\string_uniscribe.cpp" />
<ClCompile Include="..\src\os\windows\win32.cpp" />
<ClInclude Include="..\src\thread\thread.h" />
<ClCompile Include="..\src\thread\thread_win32.cpp" />
<ClInclude Include="..\src\thread.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\media\openttd.ico" />

@ -3090,12 +3090,9 @@
<ClCompile Include="..\src\os\windows\win32.cpp">
<Filter>Windows files</Filter>
</ClCompile>
<ClInclude Include="..\src\thread\thread.h">
<ClInclude Include="..\src\thread.h">
<Filter>Threading</Filter>
</ClInclude>
<ClCompile Include="..\src\thread\thread_win32.cpp">
<Filter>Threading</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\media\openttd.ico" />

@ -1334,8 +1334,7 @@
<ResourceCompile Include="..\src\os\windows\ottdres.rc" />
<ClCompile Include="..\src\os\windows\string_uniscribe.cpp" />
<ClCompile Include="..\src\os\windows\win32.cpp" />
<ClInclude Include="..\src\thread\thread.h" />
<ClCompile Include="..\src\thread\thread_win32.cpp" />
<ClInclude Include="..\src\thread.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\media\openttd.ico" />

@ -3090,12 +3090,9 @@
<ClCompile Include="..\src\os\windows\win32.cpp">
<Filter>Windows files</Filter>
</ClCompile>
<ClInclude Include="..\src\thread\thread.h">
<ClInclude Include="..\src\thread.h">
<Filter>Threading</Filter>
</ClInclude>
<ClCompile Include="..\src\thread\thread_win32.cpp">
<Filter>Threading</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\media\openttd.ico" />

@ -1334,8 +1334,7 @@
<ResourceCompile Include="..\src\os\windows\ottdres.rc" />
<ClCompile Include="..\src\os\windows\string_uniscribe.cpp" />
<ClCompile Include="..\src\os\windows\win32.cpp" />
<ClInclude Include="..\src\thread\thread.h" />
<ClCompile Include="..\src\thread\thread_win32.cpp" />
<ClInclude Include="..\src\thread.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\media\openttd.ico" />

@ -3090,12 +3090,9 @@
<ClCompile Include="..\src\os\windows\win32.cpp">
<Filter>Windows files</Filter>
</ClCompile>
<ClInclude Include="..\src\thread\thread.h">
<ClInclude Include="..\src\thread.h">
<Filter>Threading</Filter>
</ClInclude>
<ClCompile Include="..\src\thread\thread_win32.cpp">
<Filter>Threading</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\media\openttd.ico" />

@ -1173,17 +1173,4 @@ sound/null_s.cpp
#end
# Threading
thread/thread.h
#if USE_THREADS
#if WIN32
thread/thread_win32.cpp
#else
#if OS2
thread/thread_os2.cpp
#else
thread/thread_pthread.cpp
#end
#end
#else
thread/thread_none.cpp
#end
thread.h

@ -34,7 +34,7 @@
#include "game/game.hpp"
#include "game/game_instance.hpp"
#include "string_func.h"
#include "thread/thread.h"
#include "thread.h"
#include "safeguards.h"
@ -94,7 +94,7 @@ static void CleanupGeneration()
/**
* The internal, real, generate function.
*/
static void _GenerateWorld(void *)
static void _GenerateWorld()
{
/* Make sure everything is done via OWNER_NONE. */
Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
@ -242,14 +242,12 @@ void GenerateWorldSetAbortCallback(GWAbortProc *proc)
*/
void WaitTillGeneratedWorld()
{
if (_gw.thread == NULL) return;
if (!_gw.thread.joinable()) return;
_modal_progress_work_mutex.unlock();
_modal_progress_paint_mutex.unlock();
_gw.quit_thread = true;
_gw.thread->Join();
delete _gw.thread;
_gw.thread = NULL;
_gw.thread.join();
_gw.threaded = false;
_modal_progress_work_mutex.lock();
_modal_progress_paint_mutex.lock();
@ -284,7 +282,7 @@ void HandleGeneratingWorldAbortion()
CleanupGeneration();
if (_gw.thread != NULL) _gw.thread->Exit();
if (_gw.thread.joinable() && _gw.thread.get_id() == std::this_thread::get_id()) throw OTTDThreadExitSignal();
SwitchToMode(_switch_mode);
}
@ -326,17 +324,13 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
SetupColoursAndInitialWindow();
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
if (_gw.thread != NULL) {
_gw.thread->Join();
delete _gw.thread;
_gw.thread = NULL;
}
if (_gw.thread.joinable()) _gw.thread.join();
if (!UseThreadedModelProgress() || !VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread, "ottd:genworld")) {
if (!UseThreadedModelProgress() || !VideoDriver::GetInstance()->HasGUI() || !StartNewThread(&_gw.thread, "ottd:genworld", &_GenerateWorld)) {
DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
_gw.threaded = false;
_modal_progress_work_mutex.unlock();
_GenerateWorld(NULL);
_GenerateWorld();
_modal_progress_work_mutex.lock();
return;
}

@ -13,6 +13,7 @@
#define GENWORLD_H
#include "company_type.h"
#include <thread>
/** Constants related to world generation */
enum LandscapeGenerator {
@ -61,7 +62,7 @@ struct GenWorldInfo {
uint size_y; ///< Y-size of the map
GWDoneProc *proc; ///< Proc that is called when done (can be NULL)
GWAbortProc *abortp; ///< Proc that is called when aborting (can be NULL)
class ThreadObject *thread; ///< The thread we are in (can be NULL)
std::thread thread; ///< The thread we are in (joinable if a thread was created)
};
/** Current stage of world generation process */

@ -39,7 +39,6 @@ LinkGraphJob::LinkGraphJob(const LinkGraph &orig) :
* This is on purpose. */
link_graph(orig),
settings(_settings_game.linkgraph),
thread(NULL),
join_date(_date + _settings_game.linkgraph.recalc_time)
{
}
@ -61,8 +60,7 @@ void LinkGraphJob::EraseFlows(NodeID from)
*/
void LinkGraphJob::SpawnThread()
{
if (!ThreadObject::New(&(LinkGraphSchedule::Run), this, &this->thread, "ottd:linkgraph")) {
this->thread = NULL;
if (!StartNewThread(&this->thread, "ottd:linkgraph", &(LinkGraphSchedule::Run), this)) {
/* Of course this will hang a bit.
* On the other hand, if you want to play games which make this hang noticably
* on a platform without threads then you'll probably get other problems first.
@ -79,10 +77,8 @@ void LinkGraphJob::SpawnThread()
*/
void LinkGraphJob::JoinThread()
{
if (this->thread != NULL) {
this->thread->Join();
delete this->thread;
this->thread = NULL;
if (this->thread.joinable()) {
this->thread.join();
}
}

@ -12,7 +12,7 @@
#ifndef LINKGRAPHJOB_H
#define LINKGRAPHJOB_H
#include "../thread/thread.h"
#include "../thread.h"
#include "linkgraph.h"
#include <list>
@ -59,7 +59,7 @@ private:
protected:
const LinkGraph link_graph; ///< Link graph to by analyzed. Is copied when job is started and mustn't be modified later.
const LinkGraphSettings settings; ///< Copy of _settings_game.linkgraph at spawn time.
ThreadObject *thread; ///< Thread the job is running in or NULL if it's running in the main thread.
std::thread thread; ///< Thread the job is running in or a default-constructed thread if it's running in the main thread.
Date join_date; ///< Date when the job is to be joined.
NodeAnnotationVector nodes; ///< Extra node data necessary for link graph calculation.
EdgeAnnotationMatrix edges; ///< Extra edge data necessary for link graph calculation.
@ -266,7 +266,7 @@ public:
* Bare constructor, only for save/load. link_graph, join_date and actually
* settings have to be brutally const-casted in order to populate them.
*/
LinkGraphJob() : settings(_settings_game.linkgraph), thread(NULL),
LinkGraphJob() : settings(_settings_game.linkgraph),
join_date(INVALID_DATE) {}
LinkGraphJob(const LinkGraph &orig);

@ -69,13 +69,11 @@ void LinkGraphSchedule::JoinNext()
}
/**
* Run all handlers for the given Job. This method is tailored to
* ThreadObject::New.
* @param j Pointer to a link graph job.
* Run all handlers for the given Job.
* @param job Pointer to a link graph job.
*/
/* static */ void LinkGraphSchedule::Run(void *j)
/* static */ void LinkGraphSchedule::Run(LinkGraphJob *job)
{
LinkGraphJob *job = (LinkGraphJob *)j;
for (uint i = 0; i < lengthof(instance.handlers); ++i) {
instance.handlers[i]->Run(*job);
}

@ -53,7 +53,7 @@ public:
static const uint SPAWN_JOIN_TICK = 21; ///< Tick when jobs are spawned or joined every day.
static LinkGraphSchedule instance;
static void Run(void *j);
static void Run(LinkGraphJob *job);
static void Clear();
void SpawnNext();

@ -19,7 +19,7 @@
#include "../debug.h"
#include "../os/windows/win32.h"
#include "../core/mem_func.hpp"
#include "../thread/thread.h"
#include "../thread.h"
#include "../fileio_func.h"
#include "../base_media_base.h"
#include "dmusic.h"
@ -139,7 +139,7 @@ static struct {
} _playback;
/** Handle to our worker thread. */
static ThreadObject *_dmusic_thread = NULL;
static std::thread _dmusic_thread;
/** Event to signal the thread that it should look at a state change. */
static HANDLE _thread_event = NULL;
/** Lock access to playback data that is not thread-safe. */
@ -597,7 +597,7 @@ static void TransmitNotesOff(IDirectMusicBuffer *buffer, REFERENCE_TIME block_ti
Sleep(Clamp((block_time - cur_time) / MS_TO_REFTIME, 5, 1000));
}
static void MidiThreadProc(void *)
static void MidiThreadProc()
{
DEBUG(driver, 2, "DMusic: Entering playback thread");
@ -1169,7 +1169,7 @@ const char *MusicDriver_DMusic::Start(const char * const *parm)
_thread_event = CreateEvent(NULL, FALSE, FALSE, NULL);
if (_thread_event == NULL) return "Can't create thread shutdown event";
if (!ThreadObject::New(&MidiThreadProc, this, &_dmusic_thread, "ottd:dmusic")) return "Can't create MIDI output thread";
if (!StartNewThread(&_dmusic_thread, "ottd:dmusic", &MidiThreadProc)) return "Can't create MIDI output thread";
return NULL;
}
@ -1183,10 +1183,10 @@ MusicDriver_DMusic::~MusicDriver_DMusic()
void MusicDriver_DMusic::Stop()
{
if (_dmusic_thread != NULL) {
if (_dmusic_thread.joinable()) {
_playback.shutdown = true;
SetEvent(_thread_event);
_dmusic_thread->Join();
_dmusic_thread.join();
}
/* Unloaded any instruments we loaded. */

@ -63,7 +63,6 @@ public:
*/
class TCPConnecter {
private:
class ThreadObject *thread; ///< Thread used to create the TCP connection
bool connected; ///< Whether we succeeded in making the connection
bool aborted; ///< Whether we bailed out (i.e. connection making failed)
bool killed; ///< Whether we got killed
@ -71,7 +70,7 @@ private:
void Connect();
static void ThreadEntry(void *param);
static void ThreadEntry(TCPConnecter *param);
protected:
/** Address we're connecting to */

@ -12,7 +12,7 @@
*/
#include "../../stdafx.h"
#include "../../thread/thread.h"
#include "../../thread.h"
#include "tcp.h"
@ -33,7 +33,7 @@ TCPConnecter::TCPConnecter(const NetworkAddress &address) :
address(address)
{
_tcp_connecters.push_back(this);
if (!ThreadObject::New(TCPConnecter::ThreadEntry, this, &this->thread, "ottd:tcp")) {
if (!StartNewThread(NULL, "ottd:tcp", &TCPConnecter::ThreadEntry, this)) {
this->Connect();
}
}
@ -53,9 +53,9 @@ void TCPConnecter::Connect()
* Entry point for the new threads.
* @param param the TCPConnecter instance to call Connect on.
*/
/* static */ void TCPConnecter::ThreadEntry(void *param)
/* static */ void TCPConnecter::ThreadEntry(TCPConnecter *param)
{
static_cast<TCPConnecter*>(param)->Connect();
param->Connect();
}
/**

@ -14,7 +14,6 @@
#include "network_internal.h"
#include "core/tcp_listen.h"
#include "../thread/thread.h"
class ServerNetworkGameSocketHandler;
/** Make the code look slightly nicer/simpler. */

@ -24,7 +24,7 @@
#include "network.h"
#include "../core/endian_func.hpp"
#include "../company_base.h"
#include "../thread/thread.h"
#include "../thread.h"
#include "../rev.h"
#include "../newgrf_text.h"
#include "../strings_func.h"
@ -49,35 +49,19 @@ NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
struct NetworkUDPQueryServerInfo : NetworkAddress {
bool manually; ///< Did we connect manually or not?
/**
* Create the structure.
* @param address The address of the server to query.
* @param manually Whether the address was entered manually.
*/
NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
NetworkAddress(address),
manually(manually)
{
}
};
/**
* Helper function doing the actual work for querying the server.
* @param address The address of the server.
* @param needs_mutex Whether we need to acquire locks when sending the packet or not.
* @param manually Whether the address was entered manually.
*/
static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, bool manually)
static void DoNetworkUDPQueryServer(NetworkAddress &address, bool needs_mutex, bool manually)
{
/* Clear item in gamelist */
NetworkGameList *item = CallocT<NetworkGameList>(1);
address->GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
strecpy(item->info.hostname, address->GetHostname(), lastof(item->info.hostname));
item->address = *address;
address.GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
strecpy(item->info.hostname, address.GetHostname(), lastof(item->info.hostname));
item->address = address;
item->manually = manually;
NetworkGameListAddItemDelayed(item);
@ -85,19 +69,7 @@ static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, boo
if (needs_mutex) lock.lock();
/* Init the packet */
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, address);
}
/**
* Threaded part for resolving the IP of a server and querying it.
* @param pntr the NetworkUDPQueryServerInfo.
*/
static void NetworkUDPQueryServerThread(void *pntr)
{
NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
NetworkUDPQueryServer(info, true, info->manually);
delete info;
if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, &address);
}
/**
@ -107,9 +79,8 @@ static void NetworkUDPQueryServerThread(void *pntr)
*/
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
{
NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info, NULL, "ottd:udp-query")) {
NetworkUDPQueryServerThread(info);
if (address.IsResolved() || !StartNewThread(NULL, "ottd:udp-query", &DoNetworkUDPQueryServer, std::move(address), true, std::move(manually))) {
DoNetworkUDPQueryServer(address, true, manually);
}
}
@ -429,7 +400,7 @@ void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, Netw
/* Somehow we reached the end of the packet */
if (this->HasClientQuit()) return;
NetworkUDPQueryServer(&addr, false, false);
DoNetworkUDPQueryServer(addr, false, false);
}
}
}
@ -535,9 +506,8 @@ void NetworkUDPSearchGame()
/**
* Thread entry point for de-advertising.
* @param pntr unused.
*/
static void NetworkUDPRemoveAdvertiseThread(void *pntr)
static void NetworkUDPRemoveAdvertiseThread()
{
DEBUG(net, 1, "[udp] removing advertise from master server");
@ -563,16 +533,15 @@ void NetworkUDPRemoveAdvertise(bool blocking)
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server) return;
if (blocking || !ThreadObject::New(NetworkUDPRemoveAdvertiseThread, NULL, NULL, "ottd:udp-advert")) {
NetworkUDPRemoveAdvertiseThread(NULL);
if (blocking || !StartNewThread(NULL, "ottd:udp-advert", &NetworkUDPRemoveAdvertiseThread)) {
NetworkUDPRemoveAdvertiseThread();
}
}
/**
* Thread entry point for advertising.
* @param pntr unused.
*/
static void NetworkUDPAdvertiseThread(void *pntr)
static void NetworkUDPAdvertiseThread()
{
/* Find somewhere to send */
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
@ -645,8 +614,8 @@ void NetworkUDPAdvertise()
if (_next_advertisement < _last_advertisement) _next_advertisement = UINT32_MAX;
if (_next_retry < _last_advertisement) _next_retry = UINT32_MAX;
if (!ThreadObject::New(NetworkUDPAdvertiseThread, NULL, NULL, "ottd:udp-advert")) {
NetworkUDPAdvertiseThread(NULL);
if (!StartNewThread(NULL, "ottd:udp-advert", &NetworkUDPAdvertiseThread)) {
NetworkUDPAdvertiseThread();
}
}

@ -21,7 +21,8 @@
#include "video/video_driver.hpp"
#include "strings_func.h"
#include "textfile_gui.h"
#include "thread/thread.h"
#include "thread.h"
#include "newgrf_config.h"
#include "fileio_func.h"
#include "fios.h"
@ -724,7 +725,7 @@ static int CDECL GRFSorter(GRFConfig * const *p1, GRFConfig * const *p2)
* Really perform the scan for all NewGRFs.
* @param callback The callback to call after the scanning is complete.
*/
void DoScanNewGRFFiles(void *callback)
void DoScanNewGRFFiles(NewGRFScanCallback *callback)
{
std::unique_lock<std::mutex> lock_work(_modal_progress_work_mutex);
@ -767,7 +768,7 @@ void DoScanNewGRFFiles(void *callback)
/* Yes... these are the NewGRF windows */
InvalidateWindowClassesData(WC_SAVELOAD, 0, true);
InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_NEWGRF_STATE, GOID_NEWGRF_RESCANNED, true);
if (callback != NULL) ((NewGRFScanCallback*)callback)->OnNewGRFsScanned();
if (callback != NULL) callback->OnNewGRFsScanned();
DeleteWindowByClass(WC_MODAL_PROGRESS);
SetModalProgress(false);
@ -785,7 +786,7 @@ void ScanNewGRFFiles(NewGRFScanCallback *callback)
/* Only then can we really start, especially by marking the whole screen dirty. Get those other windows hidden!. */
MarkWholeScreenDirty();
if (!UseThreadedModelProgress() || !VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&DoScanNewGRFFiles, callback, NULL, "ottd:newgrf-scan")) {
if (!UseThreadedModelProgress() || !VideoDriver::GetInstance()->HasGUI() || !StartNewThread(NULL, "ottd:newgrf-scan", &DoScanNewGRFFiles, (NewGRFScanCallback *)callback)) { // Without the seemingly superfluous cast, strange compiler errors ensue.
_modal_progress_work_mutex.unlock();
_modal_progress_paint_mutex.unlock();
DoScanNewGRFFiles(callback);

@ -857,6 +857,7 @@ int openttd_main(int argc, char *argv[])
VideoDriver::GetInstance()->MainLoop();
WaitTillSaved();
WaitTillGeneratedWorld(); // Make sure any generate world threads have been joined.
/* only save config if we have to */
if (save_config) {

@ -18,6 +18,7 @@
#include "../../core/random_func.hpp"
#include "../../string_func.h"
#include "../../textbuf_gui.h"
#include "../../thread.h"
#include "table/strings.h"
@ -226,3 +227,7 @@ void OSOpenBrowser(const char *url)
// stub only
DEBUG(misc, 0, "Failed to open url: %s", url);
}
void SetCurrentThreadName(const char *)
{
}

@ -17,6 +17,7 @@
#include "../../debug.h"
#include "../../string_func.h"
#include "../../fios.h"
#include "../../thread.h"
#include <dirent.h>
@ -43,11 +44,17 @@
#include <sys/sysctl.h>
#endif
#ifndef NO_THREADS
#include <pthread.h>
#endif
#if defined(__APPLE__)
#if defined(WITH_SDL)
# if defined(WITH_SDL)
/* the mac implementation needs this file included in the same file as main() */
#include <SDL.h>
#endif
# include <SDL.h>
# endif
# include "../macosx/macos.h"
#endif
#include "../../safeguards.h"
@ -317,4 +324,15 @@ void OSOpenBrowser(const char *url)
DEBUG(misc, 0, "Failed to open url: %s", url);
exit(0);
}
#endif
#endif /* __APPLE__ */
void SetCurrentThreadName(const char *threadName) {
#if !defined(NO_THREADS) && defined(__GLIBC__)
#if __GLIBC_PREREQ(2, 12)
if (threadName) pthread_setname_np(pthread_self(), threadName);
#endif /* __GLIBC_PREREQ(2, 12) */
#endif /* !defined(NO_THREADS) && defined(__GLIBC__) */
#if defined(__APPLE__)
MacOSSetThreadName(threadName);
#endif /* defined(__APPLE__) */
}

@ -30,6 +30,7 @@
#include <errno.h>
#include <sys/stat.h>
#include "../../language.h"
#include "../../thread.h"
#include "../../safeguards.h"
@ -816,12 +817,12 @@ PACK_N(struct THREADNAME_INFO {
/**
* Signal thread name to any attached debuggers.
*/
void SetWin32ThreadName(DWORD dwThreadID, const char* threadName)
void SetCurrentThreadName(const char *threadName)
{
THREADNAME_INFO info;
info.dwType = 0x1000;
info.szName = threadName;
info.dwThreadID = dwThreadID;
info.dwThreadID = -1;
info.dwFlags = 0;
#pragma warning(push)
@ -832,4 +833,6 @@ void SetWin32ThreadName(DWORD dwThreadID, const char* threadName)
}
#pragma warning(pop)
}
#else
void SetCurrentThreadName(const char *) {}
#endif

@ -39,12 +39,6 @@ HRESULT OTTDSHGetFolderPath(HWND, int, HANDLE, DWORD, LPTSTR);
#define SHGFP_TYPE_CURRENT 0
#endif /* __MINGW32__ */
#ifdef _MSC_VER
void SetWin32ThreadName(DWORD dwThreadID, const char* threadName);
#else
static inline void SetWin32ThreadName(DWORD dwThreadID, const char* threadName) {}
#endif
void Win32SetCurrentLocaleName(const char *iso_code);
int OTTDStringCompare(const char *s1, const char *s2);

@ -26,7 +26,7 @@
#include "../stdafx.h"
#include "../debug.h"
#include "../station_base.h"
#include "../thread/thread.h"
#include "../thread.h"
#include "../town.h"
#include "../network/network.h"
#include "../window_func.h"
@ -372,7 +372,7 @@ void NORETURN SlErrorCorruptFmt(const char *format, ...)
typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
static AsyncSaveFinishProc _async_save_finish = NULL; ///< Callback to call when the savegame loading is finished.
static ThreadObject *_save_thread; ///< The thread we're using to compress and write a savegame
static std::thread _save_thread; ///< The thread we're using to compress and write a savegame
/**
* Called by save thread to tell we finished saving.
@ -397,10 +397,8 @@ void ProcessAsyncSaveFinish()
_async_save_finish = NULL;
if (_save_thread != NULL) {
_save_thread->Join();
delete _save_thread;
_save_thread = NULL;
if (_save_thread.joinable()) {
_save_thread.join();
}
}
@ -2486,19 +2484,11 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
}
}
/** Thread run function for saving the file to disk. */
static void SaveFileToDiskThread(void *arg)
{
SaveFileToDisk(true);
}
void WaitTillSaved()
{
if (_save_thread == NULL) return;
if (!_save_thread.joinable()) return;
_save_thread->Join();
delete _save_thread;
_save_thread = NULL;
_save_thread.join();
/* Make sure every other state is handled properly as well. */
ProcessAsyncSaveFinish();
@ -2525,7 +2515,8 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
SlSaveChunks();
SaveFileStart();
if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread, "ottd:savegame")) {
if (!threaded || !StartNewThread(&_save_thread, "ottd:savegame", &SaveFileToDisk, true)) {
if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
SaveOrLoadResult result = SaveFileToDisk(false);

@ -20,6 +20,7 @@
#include <windows.h>
#include <mmsystem.h>
#include "../os/windows/win32.h"
#include "../thread.h"
#include "../safeguards.h"
@ -42,7 +43,7 @@ static void PrepareHeader(WAVEHDR *hdr)
static DWORD WINAPI SoundThread(LPVOID arg)
{
SetWin32ThreadName(-1, "ottd:win-sound");
SetCurrentThreadName("ottd:win-sound");
do {
for (WAVEHDR *hdr = _wave_hdr; hdr != endof(_wave_hdr); hdr++) {

@ -0,0 +1,78 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file thread.h Base of all threads. */
#ifndef THREAD_H
#define THREAD_H
#include "debug.h"
#include <system_error>
#include <thread>
/** Signal used for signalling we knowingly want to end the thread. */
class OTTDThreadExitSignal { };
/**
* Get number of processor cores in the system, including HyperThreading or similar.
* @return Total number of processor cores.
*/
uint GetCPUCoreCount();
/**
* Name the thread this function is called on for the debugger.
* @param name Name to set for the thread..
*/
void SetCurrentThreadName(const char *name);
/**
* Start a new thread.
* @tparam TFn Type of the function to call on the thread.
* @tparam TArgs Type of the parameters of the thread function.
* @param thr Pointer to a thread object; may be \c NULL if a detached thread is wanted.
* @param name Name of the thread.
* @param _Fx Function to call on the thread.
* @param _Ax Arguments for the thread function.
* @return True if the thread was successfully started, false otherwise.
*/
template<class TFn, class... TArgs>
inline bool StartNewThread(std::thread *thr, const char *name, TFn&& _Fx, TArgs&&... _Ax)
{
#ifndef NO_THREADS
try {
std::thread t([] (const char *name, TFn&& F, TArgs&&... A) {
SetCurrentThreadName(name);
try {
/* Call user function with the given arguments. */
F(A...);
} catch (OTTDThreadExitSignal&) {
} catch (...) {
NOT_REACHED();
}
}, name, std::forward<TFn>(_Fx), std::forward<TArgs>(_Ax)...);
if (thr != NULL) {
*thr = std::move(t);
} else {
t.detach();
}
return true;
} catch (const std::system_error& e) {
/* Something went wrong, the system we are running on might not support threads. */
DEBUG(misc, 1, "Can't create thread '%s': %s", name, e.what());
}
#endif
return false;
}
#endif /* THREAD_H */

@ -1,59 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file thread.h Base of all threads. */
#ifndef THREAD_H
#define THREAD_H
/** Definition of all thread entry functions. */
typedef void (*OTTDThreadFunc)(void *);
/** Signal used for signalling we knowingly want to end the thread. */
class OTTDThreadExitSignal { };
/**
* A Thread Object which works on all our supported OSes.
*/
class ThreadObject {
public:
/**
* Virtual destructor to allow 'delete' operator to work properly.
*/
virtual ~ThreadObject() {};
/**
* Exit this thread.
*/
virtual bool Exit() = 0;
/**
* Join this thread.
*/
virtual void Join() = 0;
/**
* Create a thread; proc will be called as first function inside the thread,
* with optional params.
* @param proc The procedure to call inside the thread.
* @param param The params to give with 'proc'.
* @param thread Place to store a pointer to the thread in. May be NULL.
* @param name A name for the thread. May be NULL.
* @return True if the thread was started correctly.
*/
static bool New(OTTDThreadFunc proc, void *param, ThreadObject **thread = NULL, const char *name = NULL);
};
/**
* Get number of processor cores in the system, including HyperThreading or similar.
* @return Total number of processor cores.
*/
uint GetCPUCoreCount();
#endif /* THREAD_H */

@ -1,30 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file thread_none.cpp No-Threads-Available implementation of Threads */
#include "../stdafx.h"
#include "thread.h"
#include "../safeguards.h"
/* static */ bool ThreadObject::New(OTTDThreadFunc proc, void *param, ThreadObject **thread, const char *name)
{
if (thread != NULL) *thread = NULL;
return false;
}
/** Mutex that doesn't do locking because it ain't needed when there're no threads */
class ThreadMutex_None : public ThreadMutex {
public:
virtual void BeginCritical(bool allow_recursive = false) {}
virtual void EndCritical(bool allow_recursive = false) {}
virtual void WaitForSignal() {}
virtual void SendSignal() {}
};

@ -1,91 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file thread_os2.cpp OS/2 implementation of Threads. */
#include "../stdafx.h"
#include "thread.h"
#define INCL_DOS
#include <os2.h>
#include <process.h>
#include "../safeguards.h"
/**
* OS/2 version for ThreadObject.
*/
class ThreadObject_OS2 : public ThreadObject {
private:
TID thread; ///< System thread identifier.
OTTDThreadFunc proc; ///< External thread procedure.
void *param; ///< Parameter for the external thread procedure.
bool self_destruct; ///< Free ourselves when done?
public:
/**
* Create a thread and start it, calling proc(param).
*/
ThreadObject_OS2(OTTDThreadFunc proc, void *param, bool self_destruct) :
thread(0),
proc(proc),
param(param),
self_destruct(self_destruct)
{
thread = _beginthread(stThreadProc, NULL, 1048576, this);
}
bool Exit() override
{
_endthread();
return true;
}
void Join() override
{
DosWaitThread(&this->thread, DCWW_WAIT);
this->thread = 0;
}
private:
/**
* On thread creation, this function is called, which calls the real startup
* function. This to get back into the correct instance again.
*/
static void stThreadProc(void *thr)
{
((ThreadObject_OS2 *)thr)->ThreadProc();
}
/**
* A new thread is created, and this function is called. Call the custom
* function of the creator of the thread.
*/
void ThreadProc()
{
/* Call the proc of the creator to continue this thread */
try {
this->proc(this->param);
} catch (OTTDThreadExitSignal e) {
} catch (...) {
NOT_REACHED();
}
if (self_destruct) {
this->Exit();
delete this;
}
}
};
/* static */ bool ThreadObject::New(OTTDThreadFunc proc, void *param, ThreadObject **thread, const char *name)
{
ThreadObject *to = new ThreadObject_OS2(proc, param, thread == NULL);
if (thread != NULL) *thread = to;
return true;
}

@ -1,110 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file thread_pthread.cpp POSIX pthread implementation of Threads. */
#include "../stdafx.h"
#include "thread.h"
#include <pthread.h>
#include <errno.h>
#if defined(__APPLE__)
#include "../os/macosx/macos.h"
#endif
#include "../safeguards.h"
/**
* POSIX pthread version for ThreadObject.
*/
class ThreadObject_pthread : public ThreadObject {
private:
pthread_t thread; ///< System thread identifier.
OTTDThreadFunc proc; ///< External thread procedure.
void *param; ///< Parameter for the external thread procedure.
bool self_destruct; ///< Free ourselves when done?
const char *name; ///< Name for the thread
public:
/**
* Create a pthread and start it, calling proc(param).
*/
ThreadObject_pthread(OTTDThreadFunc proc, void *param, bool self_destruct, const char *name) :
thread(0),
proc(proc),
param(param),
self_destruct(self_destruct),
name(name)
{
pthread_create(&this->thread, NULL, &stThreadProc, this);
}
bool Exit() override
{
assert(pthread_self() == this->thread);
/* For now we terminate by throwing an error, gives much cleaner cleanup */
throw OTTDThreadExitSignal();
}
void Join() override
{
/* You cannot join yourself */
assert(pthread_self() != this->thread);
pthread_join(this->thread, NULL);
this->thread = 0;
}
private:
/**
* On thread creation, this function is called, which calls the real startup
* function. This to get back into the correct instance again.
*/
static void *stThreadProc(void *thr)
{
ThreadObject_pthread *self = (ThreadObject_pthread *) thr;
#if defined(__GLIBC__)
#if __GLIBC_PREREQ(2, 12)
if (self->name) {
pthread_setname_np(pthread_self(), self->name);
}
#endif
#endif
#if defined(__APPLE__)
MacOSSetThreadName(self->name);
#endif
self->ThreadProc();
pthread_exit(NULL);
}
/**
* A new thread is created, and this function is called. Call the custom
* function of the creator of the thread.
*/
void ThreadProc()
{
/* Call the proc of the creator to continue this thread */
try {
this->proc(this->param);
} catch (OTTDThreadExitSignal) {
} catch (...) {
NOT_REACHED();
}
if (self_destruct) {
pthread_detach(pthread_self());
delete this;
}
}
};
/* static */ bool ThreadObject::New(OTTDThreadFunc proc, void *param, ThreadObject **thread, const char *name)
{
ThreadObject *to = new ThreadObject_pthread(proc, param, thread == NULL, name);
if (thread != NULL) *thread = to;
return true;
}

@ -1,111 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file thread_win32.cpp Win32 thread implementation of Threads. */
#include "../stdafx.h"
#include "thread.h"
#include "../debug.h"
#include "../core/alloc_func.hpp"
#include <stdlib.h>
#include <windows.h>
#include <process.h>
#include "../os/windows/win32.h"
#include "../safeguards.h"
/**
* Win32 thread version for ThreadObject.
*/
class ThreadObject_Win32 : public ThreadObject {
private:
HANDLE thread; ///< System thread identifier.
uint id; ///< Thread identifier.
OTTDThreadFunc proc; ///< External thread procedure.
void *param; ///< Parameter for the external thread procedure.
bool self_destruct; ///< Free ourselves when done?
const char *name; ///< Thread name.
public:
/**
* Create a win32 thread and start it, calling proc(param).
*/
ThreadObject_Win32(OTTDThreadFunc proc, void *param, bool self_destruct, const char *name) :
thread(NULL),
id(0),
proc(proc),
param(param),
self_destruct(self_destruct),
name(name)
{
this->thread = (HANDLE)_beginthreadex(NULL, 0, &stThreadProc, this, CREATE_SUSPENDED, &this->id);
if (this->thread == NULL) return;
ResumeThread(this->thread);
}
~ThreadObject_Win32() override
{
if (this->thread != NULL) {
CloseHandle(this->thread);
this->thread = NULL;
}
}
bool Exit() override
{
assert(GetCurrentThreadId() == this->id);
/* For now we terminate by throwing an error, gives much cleaner cleanup */
throw OTTDThreadExitSignal();
}
void Join() override
{
/* You cannot join yourself */
assert(GetCurrentThreadId() != this->id);
WaitForSingleObject(this->thread, INFINITE);
}
private:
/**
* On thread creation, this function is called, which calls the real startup
* function. This to get back into the correct instance again.
*/
static uint CALLBACK stThreadProc(void *thr)
{
((ThreadObject_Win32 *)thr)->ThreadProc();
return 0;
}
/**
* A new thread is created, and this function is called. Call the custom
* function of the creator of the thread.
*/
void ThreadProc()
{
#ifdef _MSC_VER
/* Set thread name for debuggers. Has to be done from the thread due to a race condition in older MS debuggers. */
SetWin32ThreadName(-1, this->name);
#endif
try {
this->proc(this->param);
} catch (OTTDThreadExitSignal) {
} catch (...) {
NOT_REACHED();
}
if (self_destruct) delete this;
}
};
/* static */ bool ThreadObject::New(OTTDThreadFunc proc, void *param, ThreadObject **thread, const char *name)
{
ThreadObject *to = new ThreadObject_Win32(proc, param, thread == NULL, name);
if (thread != NULL) *thread = to;
return true;
}

@ -73,6 +73,7 @@ static void DedicatedSignalHandler(int sig)
# include <time.h>
# include <tchar.h>
# include "../os/windows/win32.h"
# include "../thread.h"
static HANDLE _hInputReady, _hWaitForInputHandling;
static HANDLE _hThread; // Thread to close
static char _win_console_thread_buffer[200];
@ -80,7 +81,7 @@ static char _win_console_thread_buffer[200];
/* Windows Console thread. Just loop and signal when input has been received */
static void WINAPI CheckForConsoleInput()
{
SetWin32ThreadName(-1, "ottd:win-console");
SetCurrentThreadName("ottd:win-console");
DWORD nb;
HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);

@ -17,7 +17,7 @@
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread/thread.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
@ -38,8 +38,6 @@ static bool _all_modes;
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
static std::recursive_mutex *_draw_mutex = NULL;
/** Signal to draw the next frame. */
@ -173,7 +171,7 @@ static void DrawSurfaceToScreen()
}
}
static void DrawSurfaceToScreenThread(void *)
static void DrawSurfaceToScreenThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
@ -188,8 +186,6 @@ static void DrawSurfaceToScreenThread(void *)
DrawSurfaceToScreen();
_draw_signal->wait(lock);
}
_draw_thread->Exit();
}
static const Dimension _default_resolutions[] = {
@ -671,6 +667,7 @@ void VideoDriver_SDL::MainLoop()
CheckPaletteAnim();
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
@ -683,7 +680,7 @@ void VideoDriver_SDL::MainLoop()
_draw_signal = new std::condition_variable_any();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread, "ottd:draw-sdl");
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
@ -795,15 +792,13 @@ void VideoDriver_SDL::MainLoop()
_draw_signal->notify_one();
if (draw_lock.owns_lock()) draw_lock.unlock();
draw_lock.release();
_draw_thread->Join();
draw_thread.join();
delete _draw_mutex;
delete _draw_signal;
delete _draw_thread;
_draw_mutex = NULL;
_draw_signal = NULL;
_draw_thread = NULL;
}
}

@ -19,7 +19,7 @@
#include "../core/math_func.hpp"
#include "../core/random_func.hpp"
#include "../texteff.hpp"
#include "../thread/thread.h"
#include "../thread.h"
#include "../progress.h"
#include "../window_gui.h"
#include "../window_func.h"
@ -67,8 +67,6 @@ DWORD _imm_props;
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
static std::recursive_mutex *_draw_mutex = NULL;
/** Signal to draw the next frame. */
@ -395,7 +393,7 @@ static void PaintWindow(HDC dc)
DeleteDC(dc2);
}
static void PaintWindowThread(void *)
static void PaintWindowThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
@ -426,8 +424,6 @@ static void PaintWindowThread(void *)
_draw_signal->wait(*_draw_mutex);
}
_draw_thread->Exit();
}
/** Forward key presses to the window system. */
@ -1190,6 +1186,7 @@ void VideoDriver_Win32::MainLoop()
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
if (_draw_threaded) {
@ -1206,7 +1203,7 @@ void VideoDriver_Win32::MainLoop()
draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
_draw_continue = true;
_draw_threaded = ThreadObject::New(&PaintWindowThread, NULL, &_draw_thread, "ottd:draw-win32");
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &PaintWindowThread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
@ -1308,11 +1305,10 @@ void VideoDriver_Win32::MainLoop()
_draw_signal->notify_all();
if (draw_lock.owns_lock()) draw_lock.unlock();
draw_lock.release();
_draw_thread->Join();
draw_thread.join();
delete _draw_mutex;
delete _draw_signal;
delete _draw_thread;
_draw_mutex = NULL;
}

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