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#pragma once
#include <queue>
typedef int (C4JThreadStartFunc)(void* lpThreadParameter);
class Level;
#if defined(_XBOX_ONE) || defined(__ORBIS__)
#define CPU_CORE_MAIN_THREAD 0
#define CPU_CORE_SERVER 1
#define CPU_CORE_CHUNK_UPDATE 2
#define CPU_CORE_REMOVE_PLAYER 2
#define CPU_CORE_CHUNK_REBUILD_A 3
#define CPU_CORE_SAVE_THREAD_A 3
#define CPU_CORE_UI_SCENE 3
#define CPU_CORE_POST_PROCESSING 3
#define CPU_CORE_DQR_REALTIMESESSION 3
#define CPU_CORE_CHUNK_REBUILD_B 4
#define CPU_CORE_SAVE_THREAD_B 4
#define CPU_CORE_TILE_UPDATE 4
#define CPU_CORE_CONNECTIONS 4
#define CPU_CORE_CHUNK_REBUILD_C 5
#define CPU_CORE_SAVE_THREAD_C 5
#define CPU_CORE_LEADERBOARDS 5 // Orbis only
#else
#define CPU_CORE_MAIN_THREAD 0
#define CPU_CORE_CHUNK_REBUILD_A 1
#define CPU_CORE_SAVE_THREAD_A 1
#define CPU_CORE_TILE_UPDATE 1
#define CPU_CORE_CONNECTIONS 1
#define CPU_CORE_CHUNK_UPDATE 2
#define CPU_CORE_REMOVE_PLAYER 2
#define CPU_CORE_CHUNK_REBUILD_B 3
#define CPU_CORE_SAVE_THREAD_B 3
#define CPU_CORE_UI_SCENE 3
#define CPU_CORE_POST_PROCESSING 3
#define CPU_CORE_SERVER 4
#define CPU_CORE_CHUNK_REBUILD_C 5
#define CPU_CORE_SAVE_THREAD_C 5
#define CPU_CORE_LEADERBOARDS 5 // Sony only
#endif
class C4JThread
{
public:
class Event
{
public:
enum EMode
{
e_modeAutoClear,
e_modeManualClear
};
Event(EMode mode = e_modeAutoClear);
~Event();
void Set();
void Clear();
DWORD WaitForSignal(int timeoutMs);
private:
EMode m_mode;
#ifdef __PS3__
sys_event_flag_t m_event;
#elif defined __ORBIS__
SceKernelEventFlag m_event;
#elif defined __PSVITA__
SceUID m_event;
#else
HANDLE m_event;
#endif // __PS3__
};
class EventArray
{
public:
enum EMode
{
e_modeAutoClear,
e_modeManualClear
};
EventArray(int size, EMode mode = e_modeAutoClear);
void Set(int index);
void Clear(int index);
void SetAll();
void ClearAll();
DWORD WaitForAll(int timeoutMs);
DWORD WaitForAny(int timeoutMs);
DWORD WaitForSingle(int index, int timeoutMs);
#ifdef __PS3__
void Cancel();
#endif
private:
int m_size;
EMode m_mode;
#ifdef __PS3__
sys_event_flag_t m_events;
#elif defined __ORBIS__
SceKernelEventFlag m_events;
#elif defined __PSVITA__
SceUID m_events;
#else
HANDLE* m_events;
#endif // __PS3__
};
class EventQueue
{
typedef void (UpdateFunc)(void* lpParameter);
typedef void (ThreadInitFunc)();
C4JThread* m_thread;
std::queue<void*> m_queue;
C4JThread::EventArray* m_startEvent;
C4JThread::Event* m_finishedEvent;
CRITICAL_SECTION m_critSect;
UpdateFunc* m_updateFunc;
ThreadInitFunc* m_threadInitFunc;
char m_threadName[64];
int m_processor;
int m_priority;
void init();
static int threadFunc(void* lpParam);
void threadPoll();
public:
EventQueue(UpdateFunc* updateFunc, ThreadInitFunc threadInitFunc, const char* szThreadName);
void setProcessor(int proc) { m_processor = proc; if(m_thread) m_thread->SetProcessor(proc); }
void setPriority(int priority) { m_priority = priority; if(m_thread) m_thread->SetPriority(priority); }
void sendEvent(Level* pLevel);
void waitForFinish();
};
C4JThread(C4JThreadStartFunc* startFunc, void* param, const char* threadName, int stackSize = 0);
C4JThread( const char* mainThreadName ); // only used for the main thread
~C4JThread();
void Run();
bool isRunning() { return m_isRunning; }
bool hasStarted() { return m_hasStarted; }
void SetProcessor(int proc);
void SetPriority(int priority);
DWORD WaitForCompletion(int timeoutMs);
int GetExitCode();
char* getName() { return m_threadName; }
static void Sleep(int millisecs);
static C4JThread* getCurrentThread();
static bool isMainThread();
static char* getCurrentThreadName() { return getCurrentThread()->getName(); }
#ifdef __ORBIS__
static void PushAffinityAllCores(); // PS4 only
static void PopAffinity();
static __thread SceKernelCpumask m_oldAffinityMask;
#endif // __ORBIS__
#ifdef _XBOX_ONE
static void StaticInit();
#endif
private:
void* m_threadParam;
C4JThreadStartFunc* m_startFunc;
int m_stackSize;
char m_threadName[64];
bool m_isRunning;
bool m_hasStarted;
int m_exitCode;
int64_t m_lastSleepTime;
static std::vector<C4JThread*> ms_threadList;
static CRITICAL_SECTION ms_threadListCS;
#ifdef _XBOX_ONE
// 4J Stu - On XboxOne the main thread is not the one that does all the static init, so we have to set this up later
static C4JThread *m_mainThread;
#else
static C4JThread m_mainThread;
#endif
#ifdef __PS3__
sys_ppu_thread_t m_threadID;
Event *m_completionFlag;
int m_priority;
static void entryPoint(uint64_t);
#elif defined __ORBIS__
ScePthreadAttr m_threadAttr;
ScePthread m_threadID;
Event *m_completionFlag;
int m_priority;
static void *entryPoint(void *);
#elif defined __PSVITA__
SceUID m_threadID;
Event *m_completionFlag;
int m_priority;
static SceInt32 entryPoint(SceSize argSize, void *pArgBlock);
#else
DWORD m_threadID;
HANDLE m_threadHandle;
Event *m_completionFlag;
static DWORD WINAPI entryPoint(LPVOID lpParam);
#endif
};
void SetThreadName( DWORD dwThreadID, LPCSTR szThreadName );
class CriticalSectionScopeLock
{
CRITICAL_SECTION* m_pCS;
public:
CriticalSectionScopeLock(CRITICAL_SECTION* pCS) { m_pCS = pCS; EnterCriticalSection(m_pCS); }
~CriticalSectionScopeLock() { LeaveCriticalSection(m_pCS); }
};
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