170 lines
5.2 KiB
C++
170 lines
5.2 KiB
C++
#pragma once
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#include <mbgl/actor/actor.hpp>
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#include <mbgl/actor/mailbox.hpp>
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#include <mbgl/actor/scheduler.hpp>
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#include <mbgl/platform/thread.hpp>
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#include <mbgl/util/platform.hpp>
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#include <mbgl/util/run_loop.hpp>
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#include <mbgl/util/util.hpp>
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#include <cassert>
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#include <future>
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#include <memory>
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#include <mutex>
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#include <queue>
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#include <string>
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#include <thread>
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#include <utility>
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namespace mbgl {
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namespace util {
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/// @brief Manages a thread with `Object`.
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///
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/// Upon creation of this object, it launches a thread and creates an object of type `Object`
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/// in that thread. When the `Thread<>` object is destructed, the destructor waits
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/// for thread termination. The `Thread<>` constructor blocks until the thread and
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/// the `Object` are fully created, so after the object creation, it's safe to obtain the
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/// `Object` stored in this thread. The thread created will always have low priority on
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/// the platforms that support setting thread priority.
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///
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/// The following properties make this class different from `ThreadPool`:
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///
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/// - Only one thread is created.
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/// - `Object` will live in a single thread, providing thread affinity.
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/// - It is safe to use `ThreadLocal` in an `Object` managed by `Thread<>`
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/// - A `RunLoop` is created for the `Object` thread.
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/// - `Object` can use `Timer` and do asynchronous I/O, like wait for sockets events.
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template <typename Object>
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class Thread {
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public:
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template <typename TupleArgs>
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Thread(std::function<void()> prioritySetter_, const std::string& name, TupleArgs&& args) {
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std::promise<void> running_;
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running = running_.get_future();
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thread = std::thread([this,
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name,
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capturedArgs = std::forward<TupleArgs>(args),
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runningPromise = std::move(running_),
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prioritySetter = std::move(prioritySetter_)]() mutable {
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platform::setCurrentThreadName(name);
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if (prioritySetter) prioritySetter();
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platform::attachThread();
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// narrowing the scope to release the Object before we detach the thread
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{
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util::RunLoop loop_(util::RunLoop::Type::New);
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loop = &loop_;
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EstablishedActor<Object> establishedActor(loop_, object, std::move(capturedArgs));
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runningPromise.set_value();
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loop->run();
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(void) establishedActor;
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loop = nullptr;
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}
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platform::detachThread();
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});
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}
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template <typename... Args>
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Thread(const std::string& name, Args&&... args)
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: Thread([] { platform::makeThreadLowPriority(); }, name, std::make_tuple(std::forward<Args>(args)...)) {}
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template <typename... Args>
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Thread(const std::function<void()>& prioritySetter, const std::string& name, Args&&... args)
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: Thread(prioritySetter, name, std::make_tuple(std::forward<Args>(args)...)) {}
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~Thread() {
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if (paused) {
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resume();
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}
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std::promise<void> stoppable;
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running.wait();
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// Invoke a noop task on the run loop to ensure that we're executing
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// run() before we call stop()
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loop->invoke([&] {
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stoppable.set_value();
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});
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stoppable.get_future().get();
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loop->stop();
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thread.join();
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}
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/// Returns a non-owning reference to `Object` that
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/// can be used to send messages to `Object`. It is safe
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/// to the non-owning reference to outlive this object
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/// and be used after the `Thread<>` gets destroyed.
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ActorRef<std::decay_t<Object>> actor() {
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return object.self();
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}
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/// Pauses the `Object` thread. It will prevent the object to wake
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/// up from events such as timers and file descriptor I/O. Messages
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/// sent to a paused `Object` will be queued and only processed after
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/// `resume()` is called.
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void pause() {
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MBGL_VERIFY_THREAD(tid);
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assert(!paused);
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paused = std::make_unique<std::promise<void>>();
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resumed = std::make_unique<std::promise<void>>();
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auto pausing = paused->get_future();
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running.wait();
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loop->invoke(RunLoop::Priority::High, [this] {
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auto resuming = resumed->get_future();
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paused->set_value();
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resuming.get();
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});
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pausing.get();
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}
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// Resumes the `Object` thread previously paused by `pause()`.
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void resume() {
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MBGL_VERIFY_THREAD(tid);
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assert(paused);
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resumed->set_value();
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resumed.reset();
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paused.reset();
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}
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private:
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MBGL_STORE_THREAD(tid);
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AspiringActor<Object> object;
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std::thread thread;
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std::future<void> running;
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std::unique_ptr<std::promise<void>> paused;
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std::unique_ptr<std::promise<void>> resumed;
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util::RunLoop* loop = nullptr;
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};
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/// Returns function, that once invoked, will set a thread priority for
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/// a thread `threadType` based on a setting provided by corresponding
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/// Settings' platform::EXPERIMENTAL_THREAD_PRIORITY_* value.
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std::function<void()> makeThreadPrioritySetter(std::string threadType);
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} // namespace util
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} // namespace mbgl
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