Files
MapLibreParticleLab/include/mbgl/util/thread.hpp
2017-08-30 17:18:37 +03:00

162 lines
4.3 KiB
C++

#pragma once
#include <mbgl/actor/actor.hpp>
#include <mbgl/actor/mailbox.hpp>
#include <mbgl/actor/scheduler.hpp>
#include <mbgl/util/platform.hpp>
#include <mbgl/util/run_loop.hpp>
#include <mbgl/util/util.hpp>
#include <cassert>
#include <future>
#include <memory>
#include <mutex>
#include <queue>
#include <string>
#include <thread>
#include <utility>
namespace mbgl {
namespace util {
// Manages a thread with `Object`.
// Upon creation of this object, it launches a thread and creates an object of type `Object`
// in that thread. When the `Thread<>` object is destructed, the destructor waits
// for thread termination. The `Thread<>` constructor blocks until the thread and
// the `Object` are fully created, so after the object creation, it's safe to obtain the
// `Object` stored in this thread. The thread created will always have low priority on
// the platforms that support setting thread priority.
//
// The following properties make this class different from `ThreadPool`:
//
// - Only one thread is created.
// - `Object` will live in a single thread, providing thread affinity.
// - It is safe to use `ThreadLocal` in an `Object` managed by `Thread<>`
// - A `RunLoop` is created for the `Object` thread.
// - `Object` can use `Timer` and do asynchronous I/O, like wait for sockets events.
//
template<class Object>
class Thread : public Scheduler {
public:
template <class... Args>
Thread(const std::string& name, Args&&... args) {
std::promise<void> running;
thread = std::thread([&] {
platform::setCurrentThreadName(name);
platform::makeThreadLowPriority();
util::RunLoop loop_(util::RunLoop::Type::New);
loop = &loop_;
object = std::make_unique<Actor<Object>>(*this, std::forward<Args>(args)...);
running.set_value();
loop->run();
loop = nullptr;
});
running.get_future().get();
}
~Thread() override {
if (paused) {
resume();
}
std::promise<void> joinable;
// Kill the actor, so we don't get more
// messages posted on this scheduler after
// we delete the RunLoop.
loop->invoke([&] {
object.reset();
joinable.set_value();
});
joinable.get_future().get();
loop->stop();
thread.join();
}
// Returns a non-owning reference to `Object` that
// can be used to send messages to `Object`. It is safe
// to the non-owning reference to outlive this object
// and be used after the `Thread<>` gets destroyed.
ActorRef<std::decay_t<Object>> actor() const {
return object->self();
}
// Pauses the `Object` thread. It will prevent the object to wake
// up from events such as timers and file descriptor I/O. Messages
// sent to a paused `Object` will be queued and only processed after
// `resume()` is called.
void pause() {
MBGL_VERIFY_THREAD(tid);
assert(!paused);
paused = std::make_unique<std::promise<void>>();
resumed = std::make_unique<std::promise<void>>();
auto pausing = paused->get_future();
loop->invoke([this] {
auto resuming = resumed->get_future();
paused->set_value();
resuming.get();
});
pausing.get();
}
// Resumes the `Object` thread previously paused by `pause()`.
void resume() {
MBGL_VERIFY_THREAD(tid);
assert(paused);
resumed->set_value();
resumed.reset();
paused.reset();
}
private:
MBGL_STORE_THREAD(tid);
void schedule(std::weak_ptr<Mailbox> mailbox) override {
{
std::lock_guard<std::mutex> lock(mutex);
queue.push(mailbox);
}
loop->invoke([this] { receive(); });
}
void receive() {
std::unique_lock<std::mutex> lock(mutex);
auto mailbox = queue.front();
queue.pop();
lock.unlock();
Mailbox::maybeReceive(mailbox);
}
std::mutex mutex;
std::queue<std::weak_ptr<Mailbox>> queue;
std::thread thread;
std::unique_ptr<Actor<Object>> object;
std::unique_ptr<std::promise<void>> paused;
std::unique_ptr<std::promise<void>> resumed;
util::RunLoop* loop = nullptr;
};
} // namespace util
} // namespace mbgl