/* * 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 . */ /** @file thread.h Base of all threads. */ #ifndef THREAD_H #define THREAD_H #include "debug.h" #include "crashlog.h" #include #include #include /** * Sleep on the current thread for a defined time. * @param milliseconds Time to sleep for in milliseconds. */ inline void CSleep(int milliseconds) { std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds)); } /** * Name the thread this function is called on for the debugger. * @param name Name to set for the thread.. */ void SetCurrentThreadName(const char *name); /** * Get the name of the current thread, if any. * @param str The start of the buffer. * @param last The last char of the buffer. * @return Number of chars written to str. */ int GetCurrentThreadName(char *str, const char *last); /** * Set the current thread as the "main" thread */ void SetSelfAsMainThread(); /** * Set the current thread as the "game" thread */ void SetSelfAsGameThread(); /** * Perform per-thread setup */ void PerThreadSetup(); /** * Setup thread functionality required for later calls to PerThreadSetup */ void PerThreadSetupInit(); /** * @return true if the current thread is definitely the "main" thread. If in doubt returns false. */ bool IsMainThread(); /** * @return true if the current thread is definitely a "non-main" thread. If in doubt returns false. */ bool IsNonMainThread(); /** * @return true if the current thread is definitely the "game" thread. If in doubt returns false. */ bool IsGameThread(); /** * @return true if the current thread is definitely a "non-game" thread. If in doubt returns false. */ bool IsNonGameThread(); /** * 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 nullptr 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 inline bool StartNewThread(std::thread *thr, const char *name, TFn&& _Fx, TArgs&&... _Ax) { try { static std::mutex thread_startup_mutex; std::lock_guard lock(thread_startup_mutex); std::thread t([] (const char *name, TFn&& F, TArgs&&... A) { /* Delay starting the thread till the main thread is finished * with the administration. This prevent race-conditions on * startup. */ { std::lock_guard lock(thread_startup_mutex); } SetCurrentThreadName(name); PerThreadSetup(); CrashLog::InitThread(); try { /* Call user function with the given arguments. */ F(A...); } catch (std::exception &e) { error("Unhandled exception in %s thread: %s", name, e.what()); } catch (...) { NOT_REACHED(); } }, std::forward(name), std::forward(_Fx), std::forward(_Ax)...); if (thr != nullptr) { *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()); } return false; } #endif /* THREAD_H */