mirror of
https://github.com/nillerusr/source-engine.git
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752 lines
23 KiB
C++
752 lines
23 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "stdafx.h"
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#include "tslist.h"
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#include <workthreadpool.h>
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#include <gclogger.h>
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#include "tier0/memdbgon.h"
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namespace GCSDK {
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IWorkThreadPoolSignal *CWorkThreadPool::sm_pWorkItemsCompletedSignal = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: CWorkThread constructors
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//-----------------------------------------------------------------------------
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CWorkThread::CWorkThread( CWorkThreadPool *pThreadPool )
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: m_pThreadPool( pThreadPool ),
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m_bExitThread( false ),
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m_bFinished( false )
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{
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}
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CWorkThread::CWorkThread( CWorkThreadPool *pThreadPool, const char *pszName )
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: m_pThreadPool( pThreadPool ),
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m_bExitThread( false ),
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m_bFinished( false )
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{
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SetName( pszName );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tell work thread pool not to set event on every item added (SetEvent is very expensive)
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//-----------------------------------------------------------------------------
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void CWorkThreadPool::SetNeverSetEventOnAdd( bool bNeverSet )
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{
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bool bWasSet = m_bNeverSetOnAdd;
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m_bNeverSetOnAdd = bNeverSet;
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// In case of disabling set right away to make sure if we have pending work we execute it now with no latency
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if ( bWasSet && !m_bNeverSetOnAdd )
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m_EventNewWorkItem.Set();
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}
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//-----------------------------------------------------------------------------
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// Purpose: performs the work loop for the thread, waits for work,
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// notifies the owner (the pool) as it completes work and before it exits
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//-----------------------------------------------------------------------------
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int CWorkThread::Run()
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{
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// manage our thread pool's statistics
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++m_pThreadPool->m_cThreadsRunning;
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#ifdef _SERVER
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g_CompletionPortManager.AssociateCallingThreadWithIOCP();
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#endif
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OnStart();
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#if 0 // need to port over new vprof code
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#if defined( VPROF_ENABLED )
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CVProfile *pProfile = GetVProfProfileForCurrentThread();
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#endif
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#endif
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CWorkThreadPool *pPool = m_pThreadPool;
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int nIterations = 0;
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const int nMaxFastIterations = 4;
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while ( !m_bExitThread )
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{
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#if 0 // game vprof doesn't yet support TLS'd vprof instances, until new vprof code is ported
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#if defined( VPROF_ENABLED )
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if ( pProfile )
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pProfile->MarkFrame( GetName() );
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#endif
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#endif
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pPool->m_cActiveThreads++;
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nIterations = 0;
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while ( (pPool->BNeverSetEventOnAdd() && nIterations < nMaxFastIterations) || nIterations == 0 )
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{
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// process any items which have arrived
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CWorkItem *pWorkItem = pPool->GetNextWorkItemToProcess( );
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while ( pWorkItem )
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{
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#if 0
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pPool->m_StatWaitTime.Update( pWorkItem->WaitingTime() );
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#endif
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if ( pWorkItem->HasTimedOut() )
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{
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pWorkItem->m_bCanceled = true;
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}
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else
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{
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// call the work item to do its work
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pWorkItem->m_bCanceled = false;
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CFastTimer fastTimer;
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fastTimer.Start();
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pWorkItem->m_bRunning = true;
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bool bSuccess = pWorkItem->ThreadProcess( this );
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pWorkItem->m_bRunning = false;
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fastTimer.End();
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CCycleCount cycleCount = fastTimer.GetDuration();
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pWorkItem->SetCycleCount(cycleCount);
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#if 0
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pPool->m_StatExecutionTime.Update( cycleCount.GetUlMicroseconds() );
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#endif
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if ( bSuccess )
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pPool->m_cSuccesses ++;
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else
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pWorkItem->m_bResubmit ? pPool->m_cRetries++ : pPool->m_cFailures++;
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}
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// do we need to resubmit this item?
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if ( pWorkItem->m_bResubmit )
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{
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pWorkItem->m_bResubmit = false;
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pWorkItem->m_bCanceled = false;
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// put it at the tail of the incoming queue
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pPool->AddWorkItem( pWorkItem );
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pWorkItem->Release(); // dec since AddWorkItem added 1 more again
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}
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else
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{
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// put it in the outgoing queue
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pPool->OnWorkItemCompleted( pWorkItem );
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}
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// If we are flagged as exiting don't try to get more work, we need to exit right away and orphan the work
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// to avoid blocking shutdown.
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if ( !m_bExitThread )
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{
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// get the next work item (if any)
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pWorkItem = pPool->GetNextWorkItemToProcess( );
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}
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else
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{
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pWorkItem = NULL;
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}
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#if 0 // game vprof doesn't yet support TLS'd vprof instances, until new vprof code is ported
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#if defined( VPROF_ENABLED )
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if ( pProfile && pWorkItem )
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pProfile->MarkFrame( GetName() );
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#endif
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#endif
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}
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if ( m_bExitThread )
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break;
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++nIterations;
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if ( pPool->BNeverSetEventOnAdd() && nIterations < nMaxFastIterations )
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{
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VPROF_BUDGET( "CWorkThread -- Sleep", VPROF_BUDGETGROUP_SLEEPING );
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ThreadSleep( 2 );
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}
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}
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pPool->m_cActiveThreads--;
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// wait for a new work item to arrive in the queue, check the counts first just to be sure
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{
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VPROF_BUDGET( "CWorkThread -- Sleep", VPROF_BUDGETGROUP_SLEEPING );
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#ifdef _SERVER
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if ( pPool->BNeverSetEventOnAdd() )
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pPool->m_EventNewWorkItem.Wait( 15 );
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else
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pPool->m_EventNewWorkItem.Wait( 50 );
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#else
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pPool->m_EventNewWorkItem.Wait( 50 );
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#endif
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}
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}
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// Since we are exiting, we must have been signaled to shutdown, and we should signal any remaining threads
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// since each signal wakes only one thread.
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pPool->m_EventNewWorkItem.Set();
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m_bFinished = true;
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// updates stats
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--m_pThreadPool->m_cThreadsRunning;
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return EXIT_SUCCESS;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Construct a new CWorkThreadPool object
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//-----------------------------------------------------------------------------
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CWorkThreadPool::CWorkThreadPool( const char *pszThreadName )
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:
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#if 0
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m_StatWaitTime( 100 ),
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m_StatExecutionTime( 100 ),
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#endif
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m_bThreadsInitialized( false ),
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m_cThreadsRunning( 0 ),
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m_cActiveThreads( 0 ),
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m_bMayHaveJobTimeouts( false ),
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m_bExiting( false ),
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m_bAutoCreateThreads( false ),
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m_cMaxThreads( 0 ),
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m_cFailures( 0 ),
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m_cSuccesses( 0 ),
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m_pWorkThreadConstructor( NULL ),
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m_ulLastCompletedSequenceNumber( 0 ),
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m_ulLastUsedSequenceNumber( 0 ),
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m_ulLastDispatchedSequenceNumber( 0 ),
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m_bEnsureOutputOrdering( false ),
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m_bNeverSetOnAdd( false )
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{
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Assert( pszThreadName != NULL );
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Q_strncpy( m_szThreadNamePfx, pszThreadName, sizeof( m_szThreadNamePfx ) );
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m_LimitTimerCreateNewThreads.SetLimit( 1 );
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m_pTSQueueToProcess = new CTSQueue< CWorkItem* >;
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m_pTSQueueCompleted = new CTSQueue< CWorkItem* >;
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}
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//-----------------------------------------------------------------------------
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// Purpose: destructor; does assertion checks to make sure we weere shut down cleanly
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// cleans up even if we weren't cleanly stopped
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//-----------------------------------------------------------------------------
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CWorkThreadPool::~CWorkThreadPool()
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{
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// If you hit this you probably didn't call StopWorkThreads() first
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AssertMsg1( ( !m_bThreadsInitialized || m_bExiting ) && 0 == m_cThreadsRunning,
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"CWorkThreadPool::~CWorkThreadPool(): Thread pool %s shutdown incorrectly.\n",
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m_szThreadNamePfx );
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if ( m_WorkThreads.Count() )
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{
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StopWorkThreads();
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Assert( 0 == m_WorkThreads.Count() );
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}
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Assert( 0 == m_cThreadsRunning );
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// WARNING: We need to release any items left in the queues
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CWorkItem *pWorkItem = NULL;
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if ( m_pTSQueueCompleted->Count() > 0 )
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{
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EmitWarning( SPEW_THREADS, 2, "CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, %d items discarded.\n", m_pTSQueueCompleted->Count() );
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pWorkItem = NULL;
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while ( m_pTSQueueCompleted->PopItem( &pWorkItem ) )
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{
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while( pWorkItem->Release() )
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{
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/* nothing */
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}
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}
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}
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if ( m_pTSQueueToProcess->Count() > 0 )
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{
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EmitWarning( SPEW_THREADS, 2, "CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: %d items discarded.\n", m_pTSQueueToProcess->Count() );
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while ( m_pTSQueueToProcess->PopItem( &pWorkItem ) )
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{
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while( pWorkItem->Release() )
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{
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/* nothing */
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}
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}
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}
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delete m_pTSQueueToProcess;
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delete m_pTSQueueCompleted;
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}
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#if 0
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//-----------------------------------------------------------------------------
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// Purpose: estimate the current backlog time using previous execution time,
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// the number of outstanding items, and the number of running threads
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//-----------------------------------------------------------------------------
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uint64 CWorkThreadPool::GetCurrentBacklogTime() const
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{
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if ( m_WorkThreads.Count() == 0 )
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return 0;
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return ( m_pTSQueueToProcess->Count() * m_StatExecutionTime.GetUlAvg() ) / m_WorkThreads.Count();
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}
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#endif
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int CWorkThreadPool::AddWorkThread( CWorkThread *pThread )
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{
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AUTO_LOCK( m_WorkThreadMutex );
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Assert( pThread );
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return m_WorkThreads.AddToTail( pThread );
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}
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void CWorkThreadPool::StartWorkThread( CWorkThread *pWorkThread, int iName )
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{
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char rgchThreadName[32];
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Q_snprintf( rgchThreadName, sizeof( rgchThreadName ), "%s:%d", m_szThreadNamePfx, iName );
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pWorkThread->SetName( rgchThreadName );
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if ( !pWorkThread->Start() )
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EmitError( SPEW_THREADS, "CWorkThreadPool::StartWorkThread: Thread creation failed.\n" );
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}
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void CWorkThreadPool::StartWorkThreads()
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{
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m_bThreadsInitialized = true;
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if ( 0 == m_WorkThreads.Count() )
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{
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EmitWarning( SPEW_THREADS, 2, "CWorkThreadPool::StartWorkThreads: called with no threads in the pool, this is probably a bug.\n" );
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return;
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}
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m_bExiting = false;
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m_cThreadsRunning = 0;
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AUTO_LOCK( m_WorkThreadMutex );
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FOR_EACH_VEC( m_WorkThreads, i )
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{
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StartWorkThread( m_WorkThreads[i], i );
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}
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// XXX why?
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while ( m_cThreadsRunning == (uint) 0 )
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{
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ThreadSleep( 1 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: stops whatever work threads we're running
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// this must be called before the thread pool object is destroyed
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//-----------------------------------------------------------------------------
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void CWorkThreadPool::StopWorkThreads()
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{
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// indicate that we're shutting down;
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// don't accept more work in this thread
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m_bExiting = true;
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AUTO_LOCK( m_WorkThreadMutex );
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FOR_EACH_VEC( m_WorkThreads, i )
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{
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m_WorkThreads[i]->m_bExitThread = true;
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m_WorkThreads[i]->Cancel();
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}
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// loop until all threads are dead
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while ( true )
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{
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// This thread already holds the mutex; recursive try-lock should always succeed
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DbgVerify( BTryDeleteExitedWorkerThreads() );
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if ( m_WorkThreads.Count() == 0 )
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break;
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// Keep waking up threads until they're all dead.
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m_EventNewWorkItem.Set();
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#ifdef _PS3
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// call to abort any running call to gethostbyname().
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// this is called over all the remaining work threads, while
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// waiting for the rest of the work threads to finish so that they won't
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// spuriously block on new calls to gethostbyname() as the
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// sys_net_abort_resolver call only stops the next call to the
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// network API, not any future calls.
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FOR_EACH_VEC( m_WorkThreads, iPS3 )
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{
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// PS3 hack to abort gethostbyname() calls that may be blocking...
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sys_net_abort_resolver( m_WorkThreads[ iPS3 ]->GetThreadID(), SYS_NET_ABORT_STRICT_CHECK );
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}
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#endif
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const uint k_uJoinTimeoutMillisec = 10000; // 10 seconds seems pretty arbitrary.
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CWorkThread *pWorkThread = m_WorkThreads[0];
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bool bJoined = pWorkThread->Join( k_uJoinTimeoutMillisec );
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if ( !bJoined )
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{
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// Print thread id as a pointer for cross-platform compatibility
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EmitWarning( SPEW_THREADS, 2, "Thread \"%s\" (ID %p) failed to shut down", pWorkThread->GetName(), (void*)pWorkThread->GetThreadID() );
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}
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else
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{
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// Succesful join means that the thread has terminated.
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if ( !pWorkThread->m_bFinished )
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{
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// This would be a logic error in the thread proc if it ever tripped.
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AssertMsg( false, "pWorkThread->m_bFinished is false but thread is not running" );
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// Recover by flagging the thread as potentially eligable for deletion, since it's dead.
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pWorkThread->m_bFinished = true;
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}
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}
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}
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Assert( m_WorkThreads.Count() == 0 && m_cThreadsRunning == (uint32) 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: sees if we have a non-zero number of work threads,
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// or a non-zero number of active threads
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//-----------------------------------------------------------------------------
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bool CWorkThreadPool::HasWorkItemsToProcess() const
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{
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return ( m_pTSQueueToProcess->Count() > 0 )
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|| ( m_cActiveThreads > 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets dynamic thread construction
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//-----------------------------------------------------------------------------
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void CWorkThreadPool::SetWorkThreadAutoConstruct( int cMaxThreads, IWorkThreadFactory *pWorkThreadConstructor )
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{
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AUTO_LOCK( m_WorkThreadMutex );
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m_bThreadsInitialized = true;
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m_bAutoCreateThreads = true;
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m_cMaxThreads = MAX( 1, cMaxThreads );
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m_pWorkThreadConstructor = pWorkThreadConstructor;
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// If we have too many threads now, mark some to exit next time they loop.
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for ( int i = m_cMaxThreads; i < m_WorkThreads.Count(); i++ )
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{
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m_WorkThreads[i]->m_bExitThread = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a work item
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// Output: true if successful,
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// false if a low priority work item is not added due to a busy system
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// false if this work pool is shutting down and work isn't being accepted
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// NOTE: Adding normal priority items should always succeed
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//-----------------------------------------------------------------------------
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bool CWorkThreadPool::AddWorkItem( CWorkItem *pWorkItem )
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{
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Assert( !m_bExiting );
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if ( m_bExiting )
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return false;
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if ( m_bEnsureOutputOrdering )
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{
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AssertMsg( pWorkItem->m_bResubmit == false, "CWorkThreadPool can't support item auto resubmission when ensuring output ordering" );
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}
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// if we're in auto-create mode, make sure we have enough threads running
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if ( m_bAutoCreateThreads && m_WorkThreads.Count() < m_cMaxThreads )
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{
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int cPendingItems = m_pTSQueueToProcess->Count();
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// we shouldn't get more than 12 items queued per already existing thread, otherwise we
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// want to create a new thread to help us keep up.
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if ( m_WorkThreads.Count() < 1 || m_WorkThreads.Count() * 12 < ( cPendingItems + 1 ) )
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{
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if ( m_WorkThreads.Count() >= 2 && !m_LimitTimerCreateNewThreads.BLimitReached() )
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{
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// Don't create more yet, we don't want to create them too fast
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}
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else
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{
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// create another thread
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CWorkThread *pWorkThread = NULL;
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if ( m_pWorkThreadConstructor )
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{
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pWorkThread = m_pWorkThreadConstructor->CreateWorkerThread( this );
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}
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else
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{
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pWorkThread = new CWorkThread( this );
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}
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if( pWorkThread != NULL )
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{
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int iName = AddWorkThread( pWorkThread );
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StartWorkThread( pWorkThread, iName );
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}
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m_LimitTimerCreateNewThreads.SetLimit( 250*k_nThousand );
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}
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}
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}
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//
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// Do we actually have any threads ? If creating threads can fail, then maybe we don't !
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// In that case, this WorkItem is not going to run !
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//
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if ( m_WorkThreads.Count() == 0 )
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{
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Assert(false);
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return false ;
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}
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// WARNING: We need to call pWorkItem AddRef() and Release() at all entry/exit points for the thread pool system.
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pWorkItem->AddRef();
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pWorkItem->m_ulSequenceNumber = (++m_ulLastUsedSequenceNumber);
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m_pTSQueueToProcess->PushItem( pWorkItem );
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if ( !BNeverSetEventOnAdd() && m_cActiveThreads == 0 )
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{
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VPROF_BUDGET( "SetEvent()", VPROF_BUDGETGROUP_THREADINGMAIN );
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m_EventNewWorkItem.Set();
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}
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return true;
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}
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CWorkItem *CWorkThreadPool::GetNextCompletedWorkItem( )
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{
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CWorkItem *pWorkItem = NULL;
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// Use a while loop just in case ref counts get screwed up and an item gets deleted when we release our reference to it
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while ( m_pTSQueueCompleted->PopItem( &pWorkItem ) )
|
|
{
|
|
// WARNING: We need to call workitem AddRef() and Release() at all entry/exit points for the thread pool system.
|
|
// Release() returns the current refcount of the object (after decrementing it by one) and should be non-zero unless the
|
|
// the caller has released it already.
|
|
if ( pWorkItem != NULL && pWorkItem->Release() > 0 )
|
|
{
|
|
return pWorkItem;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: gets the next work item to process. This non-blocking function
|
|
// returns NULL immediately if there's nothing left in the queue.
|
|
// otherwise, a pointer to the next CWorkItem.
|
|
//-----------------------------------------------------------------------------
|
|
CWorkItem *CWorkThreadPool::GetNextWorkItemToProcess( )
|
|
{
|
|
CWorkItem *pWorkItem = NULL;
|
|
|
|
if ( m_pTSQueueToProcess->Count() && m_pTSQueueToProcess->PopItem( &pWorkItem ) )
|
|
{
|
|
return pWorkItem;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
bool CWorkThreadPool::BDispatchCompletedWorkItems( const CLimitTimer &limitTimer, CJobMgr *pJobMgr )
|
|
{
|
|
BTryDeleteExitedWorkerThreads();
|
|
|
|
CWorkItem *pWorkItem = GetNextCompletedWorkItem( );
|
|
while ( pWorkItem != NULL )
|
|
{
|
|
uint64 ulSequenceNumber = pWorkItem->m_ulSequenceNumber;
|
|
// NOTE: despite its name, this YIELDS - the target job
|
|
// is resumed, and we resume here.
|
|
if ( !pWorkItem->DispatchCompletedWorkItem( pJobMgr ) )
|
|
{
|
|
EmitWarning( SPEW_THREADS, 2, "Work Item for Work Pool %s completed but job no longer existed to notify\n", m_szThreadNamePfx == NULL ? "UNKNOWN" :m_szThreadNamePfx );
|
|
AssertMsg1( m_bMayHaveJobTimeouts, "Work Item for Work Pool %s completed but job no longer existed to notify", m_szThreadNamePfx == NULL ? "UNKNOWN" :m_szThreadNamePfx );
|
|
}
|
|
|
|
// pWorkItem was released by DispatchCompletedWorkItem
|
|
m_ulLastDispatchedSequenceNumber = ulSequenceNumber;
|
|
if ( limitTimer.BLimitReached() )
|
|
break;
|
|
|
|
pWorkItem = GetNextCompletedWorkItem( );
|
|
}
|
|
|
|
return ( GetCompletedWorkItemCount() > 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: delete any thread objects that have exited
|
|
// we'll make sure the thread has actually ended;
|
|
// if they haven't, they'll remain in the threads to delete list
|
|
//-----------------------------------------------------------------------------
|
|
bool CWorkThreadPool::BTryDeleteExitedWorkerThreads()
|
|
{
|
|
if ( m_WorkThreadMutex.TryLock() )
|
|
{
|
|
if ( m_cThreadsRunning < (uint) m_WorkThreads.Count() )
|
|
{
|
|
FOR_EACH_VEC_BACK( m_WorkThreads, i )
|
|
{
|
|
CWorkThread *pWorkThread = m_WorkThreads[i];
|
|
if ( pWorkThread->m_bFinished && !pWorkThread->IsThreadRunning() )
|
|
{
|
|
m_WorkThreads.FastRemove( i );
|
|
delete pWorkThread;
|
|
}
|
|
}
|
|
}
|
|
m_WorkThreadMutex.Unlock();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CWorkItem::DispatchCompletedWorkItem( CJobMgr *pJobMgr )
|
|
{
|
|
// Check if this work item needs to signal a job
|
|
if ( pJobMgr && k_GIDNil != m_JobID )
|
|
{
|
|
if ( !pJobMgr->BRouteWorkItemCompletedIfExists( m_JobID, m_bCanceled ) )
|
|
return false;
|
|
}
|
|
else if ( k_GIDNil != m_JobID )
|
|
{
|
|
// This should never happen since we have already released our reference to the work item
|
|
// and the calling job should have released its ref when it exited
|
|
AssertMsg( false, "CWorkItem::DispatchCompletedWorkItem: got a work item with no job ID" );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called by the worker thread when it finishes an individual work item
|
|
// This function will see if our work is meant to be well-ordred; if so,
|
|
// it will do the necessary work to ensure ordering.
|
|
//
|
|
// It adds the item to the completed work item list so
|
|
// the pool owner can retrieve it and checks to see if any threads
|
|
// deserve to be shut down.
|
|
//-----------------------------------------------------------------------------
|
|
void CWorkThreadPool::OnWorkItemCompleted( CWorkItem *pWorkItem )
|
|
{
|
|
if ( sm_pWorkItemsCompletedSignal != NULL )
|
|
sm_pWorkItemsCompletedSignal->Signal();
|
|
|
|
if ( !m_bEnsureOutputOrdering )
|
|
{
|
|
// Since we aren't locking this sequence number could get screwed up a bit, but it's
|
|
// pretty meaningless if ensure output ordering if off anyway...
|
|
m_ulLastCompletedSequenceNumber = pWorkItem->m_ulSequenceNumber;
|
|
m_pTSQueueCompleted->PushItem( pWorkItem );
|
|
}
|
|
else
|
|
{
|
|
// In the ordered case we need to lock completely here since we'll be moving around between
|
|
// various data structures and also need to ensure the ordering of items in the TS queue
|
|
m_MutexOnItemCompletedOrdered.Lock();
|
|
if ( m_ulLastCompletedSequenceNumber + 1 == pWorkItem->m_ulSequenceNumber )
|
|
{
|
|
m_ulLastCompletedSequenceNumber = pWorkItem->m_ulSequenceNumber;
|
|
m_pTSQueueCompleted->PushItem( pWorkItem );
|
|
|
|
// We walk the vector multiple times, but it should be very short as items are likely to come in
|
|
// close to in order, just mixed up a little if we have lots of threads or one item is much more
|
|
// costly than others.
|
|
bool bFoundNext = false;
|
|
do
|
|
{
|
|
bFoundNext = false;
|
|
FOR_EACH_VEC( m_vecCompletedAndWaiting, i )
|
|
{
|
|
CWorkItem *pWaiting = m_vecCompletedAndWaiting[i];
|
|
if ( m_ulLastCompletedSequenceNumber + 1 == pWaiting->m_ulSequenceNumber )
|
|
{
|
|
m_ulLastCompletedSequenceNumber = pWaiting->m_ulSequenceNumber;
|
|
m_pTSQueueCompleted->PushItem( pWaiting );
|
|
m_vecCompletedAndWaiting.FastRemove( i );
|
|
bFoundNext = true;
|
|
break;
|
|
}
|
|
}
|
|
} while ( bFoundNext == true );
|
|
}
|
|
else
|
|
{
|
|
m_vecCompletedAndWaiting.AddToTail( pWorkItem );
|
|
}
|
|
m_MutexOnItemCompletedOrdered.Unlock();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: return the count of items we've queued to process
|
|
//-----------------------------------------------------------------------------
|
|
int CWorkThreadPool::GetWorkItemToProcessCount() const
|
|
{
|
|
return m_pTSQueueToProcess->Count();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: return the count of items we've completed but not notified the consumer about
|
|
//-----------------------------------------------------------------------------
|
|
int CWorkThreadPool::GetCompletedWorkItemCount() const
|
|
{
|
|
int nCount = m_pTSQueueCompleted->Count();
|
|
return nCount;
|
|
}
|
|
|
|
|
|
#ifdef DBGFLAG_VALIDATE
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Validates memory
|
|
//-----------------------------------------------------------------------------
|
|
void CWorkThreadPool::Validate( CValidator &validator, const char *pchName )
|
|
{
|
|
VALIDATE_SCOPE();
|
|
AUTO_LOCK( m_WorkThreadMutex );
|
|
|
|
ValidateObj( m_WorkThreads );
|
|
FOR_EACH_VEC( m_WorkThreads, iWorkThread )
|
|
{
|
|
m_WorkThreads[ iWorkThread ]->Suspend();
|
|
ValidatePtr( m_WorkThreads[ iWorkThread ] );
|
|
}
|
|
|
|
ValidateAlignedPtr( m_pTSQueueCompleted );
|
|
ValidateAlignedPtr( m_pTSQueueToProcess );
|
|
ValidateObj( m_vecCompletedAndWaiting );
|
|
FOR_EACH_VEC( m_vecCompletedAndWaiting, j )
|
|
{
|
|
ValidatePtr( m_vecCompletedAndWaiting.Element( j ) );
|
|
}
|
|
|
|
FOR_EACH_VEC( m_WorkThreads, iWorkThread )
|
|
{
|
|
m_WorkThreads[ iWorkThread ]->Resume();
|
|
}
|
|
|
|
#if 0
|
|
ValidateObj( m_StatExecutionTime );
|
|
ValidateObj( m_StatWaitTime );
|
|
#endif
|
|
}
|
|
#endif // DBGFLAG_VALIDATE
|
|
|
|
} // namespace GCSDK
|