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387 lines
13 KiB
C++
387 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A thread pool implementation. You give it CWorkItems,
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// it processes them asynchronously, and hands them back to you when they've
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// been completed.
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//
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// To declare a queue, provide the implementation of a CWorkItem subtype,
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// the thread name prefix for threads in the pool, and the number of work
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// threads you want.
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//
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// CNet uses this class to offload encryption to a separate thread,
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// so that's a good place to start looking for usage examples.
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//
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//=============================================================================
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#ifndef WORKTHREADPOOL_H
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#define WORKTHREADPOOL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <refcount.h>
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#include <reliabletimer.h>
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#include "jobtime.h"
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// forward declaration for CTSQueue which we can't statically allocate as our member
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// because of alignment issues on Win64
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template <class T, bool bTestOptimizer>
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class CTSQueue;
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namespace GCSDK {
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// forward declarations
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class CWorkThread;
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class CJobMgr;
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// these functions return pointers to fixed string in the code section. We need this for VPROF nodes
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#define DECLARE_WORK_ITEM( classname ) \
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virtual const char* GetDispatchCompletedName() const { return #classname"::DispatchCompleted"; } \
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virtual const char* GetThreadProcessName() const { return #classname"::ThreadProcess"; }
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//-----------------------------------------------------------------------------
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// Purpose: Work item base class. Derive from this for specific work item types.
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// The derived type ideally should be self-contained with all data it
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// needs to perform the work.
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//-----------------------------------------------------------------------------
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class CWorkItem : public CRefCount
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{
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public:
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CWorkItem()
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: m_JobID( k_GIDNil ),
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m_bRunning( false ),
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m_bResubmit( false ),
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m_bCanceled( false ),
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m_ulSequenceNumber( 0 )
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{
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m_jobtimeTimeout.SetLTime( 0 );
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m_jobtimeQueued.SetToJobTime();
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}
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CWorkItem( JobID_t jobID )
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: m_JobID( jobID ),
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m_bRunning( false ),
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m_bResubmit( false ),
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m_bCanceled( false ),
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m_ulSequenceNumber( 0 )
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{
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m_jobtimeTimeout.SetLTime( 0 );
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m_jobtimeQueued.SetToJobTime();
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}
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CWorkItem( JobID_t jobID, int64 cTimeoutMicroseconds )
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: m_JobID( jobID ),
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m_bRunning( false ),
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m_bResubmit( false ),
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m_bCanceled( false ),
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m_ulSequenceNumber( 0 )
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{
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SetPreExecuteTimeout( cTimeoutMicroseconds );
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m_jobtimeQueued.SetToJobTime();
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}
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void SetJobID( JobID_t jobID )
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{
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Assert(jobID != k_GIDNil) ;
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m_JobID = jobID;
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}
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JobID_t GetJobID() const { return m_JobID; }
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bool HasTimedOut() const { return m_jobtimeTimeout.LTime() != 0 && m_jobtimeTimeout.CServerMicroSecsPassed() > 0; }
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int64 WaitingTime() const { return m_jobtimeQueued.CServerMicroSecsPassed(); }
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void SetPreExecuteTimeout( int64 cMicroSeconds ) { m_jobtimeTimeout.SetFromJobTime( cMicroSeconds ); }
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bool BPreExecuteTimeoutSet( ) const { return m_jobtimeTimeout.LTime() != 0; }
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void ForceTimeOut() { m_jobtimeTimeout.SetFromJobTime( -1 );}
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bool BIsRunning() const { return m_bRunning; } // true if running right now
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bool WasCancelled() const { return m_bCanceled; }
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void SetCycleCount( CCycleCount& cycleCount ) { m_CycleCount = cycleCount ; }
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CCycleCount GetCycleCount() { return m_CycleCount; }
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uint64 GetSequenceNumber() { return m_ulSequenceNumber; }
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// Work threads can call this to force a work item to be reprocessed (added to the end of the process queue)
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void SetResubmit( bool bResubmit ) { m_bResubmit = bResubmit; }
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// these functions return pointers to fixed string in the code section.
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// We need this for VPROF nodes, you must use the DECLARE_WORK_ITEM macro
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virtual const char* GetDispatchCompletedName() const = 0;
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virtual const char* GetThreadProcessName() const = 0;
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// Return false if your operation failed in some way that you would want to know about
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// The CWorkThreadPool will count the failures.
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virtual bool ThreadProcess( CWorkThread *pThread ) = 0; // called by the worker thread
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virtual bool DispatchCompletedWorkItem( CJobMgr *jobMgr ); // called by main loop after item completed
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, const char *pchName ) {} // Validate our internal structures
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#endif
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protected:
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// note: destructor is private. This is a ref-counted object, private destructor ensures callers can't accidentally delete
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// directly, or declare on stack
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virtual ~CWorkItem() { }
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friend class CWorkThread;
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friend class CWorkThreadPool;
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uint64 m_ulSequenceNumber; // Sequence number for the work item, used when enforcing output ordering as matching input order
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CCycleCount m_CycleCount; // A record of how long it took to execute this particular work item !
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private:
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bool m_bResubmit; // true if the item should be resubmitted after last run
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volatile bool m_bRunning; // true if the work item is running right now
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bool m_bCanceled; // true if the work was canceled due to timeout
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CJobTime m_jobtimeTimeout; // time at which this result is no longer valid, so it shouldn't start to be processed
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CJobTime m_jobtimeQueued;
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JobID_t m_JobID;
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};
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// forward decl
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class CWorkThreadPool;
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//-----------------------------------------------------------------------------
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// Purpose: Generic work thread implementation, to be specialized if necessary
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//-----------------------------------------------------------------------------
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class CWorkThread : public CThread
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{
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public:
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CWorkThread( CWorkThreadPool *pThreadPool );
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CWorkThread( CWorkThreadPool *pThreadPool, const char *pszName );
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virtual ~CWorkThread()
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{
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}
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virtual int Run();
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virtual void Cancel()
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{
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}
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protected:
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CWorkThreadPool *m_pThreadPool; // parent pool
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volatile bool m_bExitThread; // set by CWorkThreadPool::StopWorkerThreads and possibly by subclasses of CWorkThread
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volatile bool m_bFinished; // set by CWorkThread::Run [note: must still check IsThreadRunning, and/or call Join]
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virtual void OnStart() { }
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virtual void OnExit() { }
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#ifdef DBGFLAG_VALIDATE
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public:
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virtual void Validate( CValidator &validator, const char *pchName )
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{
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VALIDATE_SCOPE();
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};
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#endif // DBGFLAG_VALIDATE
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friend class CWorkThreadPool;
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};
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//-----------------------------------------------------------------------------
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// callback class to create work threads
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//-----------------------------------------------------------------------------
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class IWorkThreadFactory
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{
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public:
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virtual CWorkThread *CreateWorkerThread( class CWorkThreadPool *pWorkThreadPool ) = 0;
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};
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//-----------------------------------------------------------------------------
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// reusable trivial implementation of IWorkThreadFactory
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//-----------------------------------------------------------------------------
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template<class T>
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class CWorkThreadFactory : public IWorkThreadFactory
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{
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public:
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virtual CWorkThread *CreateWorkerThread( class CWorkThreadPool *pWorkThreadPool )
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{
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return new T( pWorkThreadPool );
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: interface class for object that the WorkThreadPool can signal when
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// there are completed work items to process
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//-----------------------------------------------------------------------------
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class IWorkThreadPoolSignal
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{
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public:
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virtual void Signal() = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: pool of work threads.
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//-----------------------------------------------------------------------------
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class CWorkThreadPool
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{
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friend class CWorkThread;
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public:
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static void SetWorkItemCompletedSignal( IWorkThreadPoolSignal *pObject )
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{
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sm_pWorkItemsCompletedSignal = pObject;
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}
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CWorkThreadPool( const char *pszThreadNamePfx );
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// eventually it might be nice to be able to resize these pools via console command
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// in that case, we'd want a constructor like this, and a PoolSize accessor/mutator pair
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// it makes this class much more complicated, however (growing the pool is easy, shrinking it
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// is less easy) so we'll punt for now.
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/* CWorkThreadPool( const char *pszName = "unnamed thread" ) : CWorkThreadPool( pszName, -1 ); */
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virtual ~CWorkThreadPool();
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// Setting this will ensure that items of the same priority complete and get dispatched in the same order
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// they are added to the threadpool. This has a small additional locking overhead and can increase latency
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// as items that are actually completed out-of-order have to queue waiting on earlier items.
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void SetEnsureOutputOrdering( bool bEnsureOutputOrdering ) { m_bEnsureOutputOrdering = bEnsureOutputOrdering; }
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void AllowTimeouts( bool bMayHaveJobTimeouts ) { m_bMayHaveJobTimeouts = bMayHaveJobTimeouts; }
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int AddWorkThread( CWorkThread *pThread );
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void StartWorkThreads(); // gentlemen, start your engines
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void StopWorkThreads(); // stop work threads
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bool HasWorkItemsToProcess() const;
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// sets it to use dynamic worker thread construction
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// if pWorkThreadControl is NULL, just creates a standard CWorkThread object
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void SetWorkThreadAutoConstruct( int cMaxThreads, IWorkThreadFactory *pWorkThreadConstructor );
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bool AddWorkItem( CWorkItem *pWorkItem ); // add a work item to the queue to process
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CWorkItem *GetNextCompletedWorkItem( ); // get next completed work item and it's priority if needed
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const char *GetThreadNamePrefix() const { return m_szThreadNamePfx; }
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void SetNeverSetEventOnAdd( bool bNeverSet );
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bool BNeverSetEventOnAdd() { return m_bNeverSetOnAdd; }
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// get count of completed work items
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// can't be inline because of m_TSQueueCompleted type
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int GetCompletedWorkItemCount() const;
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// get count of work items to process
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// can't be inline because of m_TSQueueToProcess type
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int GetWorkItemToProcessCount() const;
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uint64 GetLastUsedSequenceNumber( ) const
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{
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return m_ulLastUsedSequenceNumber;
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}
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uint64 GetLastCompletedSequenceNumber( ) const
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{
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return m_ulLastCompletedSequenceNumber;
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}
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uint64 GetLastDispatchedSequenceNumber( ) const
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{
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return m_ulLastDispatchedSequenceNumber;
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}
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#if 0
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uint64 GetAveExecutionTime() const
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{
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return m_StatExecutionTime.GetUlAvg();
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}
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uint64 GetAveWaitTime() const
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{
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return m_StatWaitTime.GetUlAvg();
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}
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uint64 GetCurrentBacklogTime() const;
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#endif
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int CountCompletedSuccess() const { return m_cSuccesses; }
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int CountRetries() const { return m_cRetries; }
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int CountCompletedFailed() const { return m_cFailures; }
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bool BDispatchCompletedWorkItems( const CLimitTimer &limitTimer, CJobMgr *pJobMgr );
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bool BExiting() const { return m_bExiting; }
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int GetWorkerCount() const { return m_WorkThreads.Count(); }
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uint GetActiveThreadCount() const { return m_cActiveThreads; }
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// make sure you lock before using this
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const CWorkThread *GetWorkThread( int iIndex ) const
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{
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Assert( iIndex >= 0 && iIndex < m_WorkThreads.Count() );
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return m_WorkThreads[iIndex];
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}
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protected:
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// STATICS
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static IWorkThreadPoolSignal *sm_pWorkItemsCompletedSignal;
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// MEMBERS
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CWorkItem *GetNextWorkItemToProcess( );
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void StartWorkThread( CWorkThread *pWorkThread, int iName );
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// meaningful thread name prefix
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char m_szThreadNamePfx[32];
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// have we actually initialized the threadpool?
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bool m_bThreadsInitialized;
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// Incoming queue: queue of all work items to process
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// must be dynamically allocated for alignment requirements on Win64
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CTSQueue< CWorkItem *, false > *m_pTSQueueToProcess;
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// Outgoing queues: queue of all completed work items
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// must be dynamically allocated for alignment requirements on Win64
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CTSQueue< CWorkItem *, false > *m_pTSQueueCompleted;
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// Vectors of completed, but out of order and waiting work items, only used when bEnsureOutputOrdering == true
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CThreadMutex m_MutexOnItemCompletedOrdered;
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CUtlVector< CWorkItem * > m_vecCompletedAndWaiting;
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// Should we emit work items in the same order they are received (on a per priority basis)
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bool m_bEnsureOutputOrdering;
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// Sequence numbers
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uint64 m_ulLastUsedSequenceNumber;
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uint64 m_ulLastCompletedSequenceNumber;
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uint64 m_ulLastDispatchedSequenceNumber;
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bool m_bMayHaveJobTimeouts;
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CUtlVector< CWorkThread * > m_WorkThreads;
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CThreadMutex m_WorkThreadMutex;
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CInterlockedUInt m_cThreadsRunning; // how many threads are running
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volatile bool m_bExiting; // are we exiting
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CThreadEvent m_EventNewWorkItem; // event set when a new work item is available to process
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CInterlockedInt m_cActiveThreads;
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volatile bool m_bNeverSetOnAdd;
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bool m_bAutoCreateThreads;
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int m_cMaxThreads;
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IWorkThreadFactory *m_pWorkThreadConstructor;
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// override this method if you want to do any special handling of completed work items. Default implementation puts
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// work items in our completed item queue.
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virtual void OnWorkItemCompleted( CWorkItem *pWorkItem );
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bool BTryDeleteExitedWorkerThreads();
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int m_cSuccesses;
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int m_cFailures;
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int m_cRetries;
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#if 0
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CStat m_StatExecutionTime;
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CStat m_StatWaitTime;
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#endif
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CLimitTimer m_LimitTimerCreateNewThreads;
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#ifdef DBGFLAG_VALIDATE
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public:
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void Validate( CValidator &validator, const char *pchName );
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#endif
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};
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} // namespace GCSDK
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#endif // WORKTHREAD_H
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