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forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/MessagePasserImpl.cpp
wraitii ba736916fc Clean up ThreadUtil, use standard C++11 constructs instead of custom ones.
ThreadUtil shipped a scope lock and a mutex implementation, which can be
removed since we now have these in the standard library.
This lets us clean up this header which get included everywhere (through
profiler includes).

Tested By: Angen and Stan
Differential Revision: https://code.wildfiregames.com/D1915
This was SVN commit r22344.
2019-06-06 19:30:48 +00:00

196 lines
5.4 KiB
C++

/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include <cstdio>
#include "MessagePasserImpl.h"
#include "Messages.h"
#include "lib/timer.h"
#include "lib/rand.h"
#include "lib/posix/posix_filesystem.h"
using namespace AtlasMessage;
MessagePasserImpl::MessagePasserImpl()
: m_Trace(false), m_Semaphore(NULL)
{
int tries = 0;
while (tries++ < 16) // some arbitrary cut-off point to avoid infinite loops
{
static char name[64];
sprintf_s(name, ARRAY_SIZE(name), "/wfg-atlas-msgpass-%d-%d",
(int)rand(1, 1000), (int)(time(0)%1000));
sem_t* sem = sem_open(name, O_CREAT | O_EXCL, 0700, 0);
// This cast should not be necessary, but apparently SEM_FAILED is not
// a value of a pointer type
if (sem == (sem_t*)SEM_FAILED || !sem)
{
int err = errno;
if (err == EEXIST)
{
// Semaphore already exists - try another one
continue;
}
// Otherwise, it's a probably-fatal error
debug_warn(L"sem_open failed");
break;
}
// Succeeded - use this semaphore
m_Semaphore = sem;
m_SemaphoreName = name;
break;
}
if (! m_Semaphore)
{
debug_warn(L"Failed to create semaphore for Atlas - giving up");
// We will probably crash later - maybe we could fall back on sem_init, if this
// ever fails in practice
}
}
MessagePasserImpl::~MessagePasserImpl()
{
if (m_Semaphore)
{
// Clean up
sem_close(m_Semaphore);
sem_unlink(m_SemaphoreName.c_str());
}
}
void MessagePasserImpl::Add(IMessage* msg)
{
ENSURE(msg);
ENSURE(msg->GetType() == IMessage::Message);
if (m_Trace)
debug_printf("%8.3f add message: %s\n", timer_Time(), msg->GetName());
{
std::lock_guard<std::mutex> lock(m_Mutex);
m_Queue.push(msg);
}
}
IMessage* MessagePasserImpl::Retrieve()
{
// (It should be fairly easy to use a more efficient thread-safe queue,
// since there's only one thread adding items and one thread consuming;
// but it's not worthwhile yet.)
IMessage* msg = NULL;
{
std::lock_guard<std::mutex> lock(m_Mutex);
if (! m_Queue.empty())
{
msg = m_Queue.front();
m_Queue.pop();
}
}
if (m_Trace && msg)
debug_printf("%8.3f retrieved message: %s\n", timer_Time(), msg->GetName());
return msg;
}
void MessagePasserImpl::Query(QueryMessage* qry, void(* UNUSED(timeoutCallback) )())
{
ENSURE(qry);
ENSURE(qry->GetType() == IMessage::Query);
if (m_Trace)
debug_printf("%8.3f add query: %s\n", timer_Time(), qry->GetName());
// Set the semaphore, so we can block until the query has been handled
qry->m_Semaphore = static_cast<void*>(m_Semaphore);
{
std::lock_guard<std::mutex> lock(m_Mutex);
m_Queue.push(qry);
}
// Wait until the query handler has handled the query and called sem_post:
// The following code was necessary to avoid deadlock, but it still breaks
// in some cases (e.g. when Atlas issues a query before its event loop starts
// running) and doesn't seem to be the simplest possible solution.
// So currently we're trying to not do anything like that at all, and
// just stop the game making windows (which is what seems (from experience) to
// deadlock things) by overriding ah_display_error. Hopefully it'll work like
// that, and the redundant code below/elsewhere can be removed, but it's
// left in here in case it needs to be reinserted in the future to make it
// work.
// (See http://www.wildfiregames.com/forum/index.php?s=&showtopic=10236&view=findpost&p=174617)
// // At least on Win32, it is necessary for the UI thread to run its event
// // loop to avoid deadlocking the system (particularly when the game
// // tries to show a dialog box); so timeoutCallback is called whenever we
// // think it's necessary for that to happen.
//
// #if OS_WIN
// // On Win32, use MsgWaitForMultipleObjects, which waits on the semaphore
// // but is also interrupted by incoming Windows-messages.
// // while (0 != (err = sem_msgwait_np(psem)))
//
// while (0 != (err = sem_wait(psem)))
// #else
// // TODO: On non-Win32, I have no idea whether the same problem exists; but
// // it might do, so call the callback every few seconds just in case it helps.
// struct timespec abs_timeout;
// clock_gettime(CLOCK_REALTIME, &abs_timeout);
// abs_timeout.tv_sec += 2;
// while (0 != (err = sem_timedwait(psem, &abs_timeout)))
// #endif
while (0 != sem_wait(m_Semaphore))
{
// If timed out, call callback and try again
// if (errno == ETIMEDOUT)
// timeoutCallback();
// else
// Keep retrying while EINTR, but other errors are probably fatal
if (errno != EINTR)
{
debug_warn(L"Semaphore wait failed");
return; // (leaks the semaphore)
}
}
// Clean up
qry->m_Semaphore = NULL;
}
bool MessagePasserImpl::IsEmpty()
{
std::lock_guard<std::mutex> lock(m_Mutex);
return m_Queue.empty();
}
void MessagePasserImpl::SetTrace(bool t)
{
m_Trace = t;
}