Codechange: Use atomic variables for thread synchronization where useful.

pull/88/head
Michael Lutz 5 years ago
parent 05bc2ed7cb
commit 94c5269fa7

@ -18,16 +18,14 @@
#include "network_internal.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include <mutex>
#include <atomic>
#include "../safeguards.h"
NetworkGameList *_network_game_list = NULL;
/** Mutex for handling delayed insertion/querying of servers. */
static std::mutex _network_game_list_mutex;
/** The games to insert when the GUI thread has time for us. */
static NetworkGameList *_network_game_delayed_insertion_list = NULL;
static std::atomic<NetworkGameList *> _network_game_delayed_insertion_list(NULL);
/**
* Add a new item to the linked gamelist, but do it delayed in the next tick
@ -36,18 +34,17 @@ static NetworkGameList *_network_game_delayed_insertion_list = NULL;
*/
void NetworkGameListAddItemDelayed(NetworkGameList *item)
{
std::lock_guard<std::mutex> lock(_network_game_list_mutex);
item->next = _network_game_delayed_insertion_list;
_network_game_delayed_insertion_list = item;
item->next = _network_game_delayed_insertion_list.load(std::memory_order_relaxed);
while (!_network_game_delayed_insertion_list.compare_exchange_weak(item->next, item, std::memory_order_acq_rel)) {}
}
/** Perform the delayed (thread safe) insertion into the game list */
static void NetworkGameListHandleDelayedInsert()
{
std::lock_guard<std::mutex> lock(_network_game_list_mutex);
while (_network_game_delayed_insertion_list != NULL) {
NetworkGameList *ins_item = _network_game_delayed_insertion_list;
_network_game_delayed_insertion_list = ins_item->next;
while (true) {
NetworkGameList *ins_item = _network_game_delayed_insertion_list.load(std::memory_order_relaxed);
while (ins_item != NULL && !_network_game_delayed_insertion_list.compare_exchange_weak(ins_item, ins_item->next, std::memory_order_acq_rel)) {}
if (ins_item == NULL) break; // No item left.
NetworkGameList *item = NetworkGameListAddItem(ins_item->address);

@ -45,6 +45,7 @@
#include "../string_func.h"
#include "../fios.h"
#include "../error.h"
#include <atomic>
#include "table/strings.h"
@ -370,9 +371,9 @@ 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 std::thread _save_thread; ///< The thread we're using to compress and write a savegame
typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
static std::atomic<AsyncSaveFinishProc> _async_save_finish; ///< Callback to call when the savegame loading is finished.
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.
@ -381,9 +382,9 @@ static std::thread _save_thread; ///< The thread we're usin
static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
{
if (_exit_game) return;
while (_async_save_finish != NULL) CSleep(10);
while (_async_save_finish.load(std::memory_order_acquire) != NULL) CSleep(10);
_async_save_finish = proc;
_async_save_finish.store(proc, std::memory_order_release);
}
/**
@ -391,11 +392,10 @@ static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
*/
void ProcessAsyncSaveFinish()
{
if (_async_save_finish == NULL) return;
_async_save_finish();
AsyncSaveFinishProc proc = _async_save_finish.exchange(NULL, std::memory_order_acq_rel);
if (proc == NULL) return;
_async_save_finish = NULL;
proc();
if (_save_thread.joinable()) {
_save_thread.join();

Loading…
Cancel
Save