Implement ConditionVariable

This commit is contained in:
Pedro J. Estébanez 2023-02-20 18:57:31 +01:00
parent 9f68d06ec2
commit daa29d1007
2 changed files with 122 additions and 7 deletions

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@ -0,0 +1,60 @@
/**************************************************************************/
/* condition_variable.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef CONDITION_VARIABLE_H
#define CONDITION_VARIABLE_H
#include <condition_variable>
// An object one or multiple threads can wait on a be notified by some other.
// Normally, you want to use a semaphore for such scenarios, but when the
// condition is something different than a count being greater than zero
// (which is the built-in logic in a semaphore) or you want to provide your
// own mutex to tie the wait-notify to some other behavior, you need to use this.
class ConditionVariable {
mutable std::condition_variable condition;
public:
template <class BinaryMutexT>
_ALWAYS_INLINE_ void wait(const MutexLock<BinaryMutexT> &p_lock) const {
condition.wait(const_cast<std::unique_lock<std::mutex> &>(p_lock.lock));
}
_ALWAYS_INLINE_ void notify_one() const {
condition.notify_one();
}
_ALWAYS_INLINE_ void notify_all() const {
condition.notify_all();
}
};
#endif // CONDITION_VARIABLE_H

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@ -31,12 +31,20 @@
#ifndef MUTEX_H
#define MUTEX_H
#include "core/error/error_macros.h"
#include "core/typedefs.h"
#include <mutex>
template <class MutexT>
class MutexLock;
template <class StdMutexT>
class MutexImpl {
friend class MutexLock<MutexImpl<StdMutexT>>;
using StdMutexType = StdMutexT;
mutable StdMutexT mutex;
public:
@ -53,18 +61,65 @@ public:
}
};
// A very special kind of mutex, used in scenarios where these
// requirements hold at the same time:
// - Must be used with a condition variable (only binary mutexes are suitable).
// - Must have recursive semnantics (or simulate, as this one does).
// The implementation keeps the lock count in TS. Therefore, only
// one object of each version of the template can exists; hence the Tag argument.
// Tags must be unique across the Godot codebase.
// Also, don't forget to declare the thread_local variable on each use.
template <int Tag>
class SafeBinaryMutex {
friend class MutexLock<SafeBinaryMutex>;
using StdMutexType = std::mutex;
mutable std::mutex mutex;
static thread_local uint32_t count;
public:
_ALWAYS_INLINE_ void lock() const {
if (++count == 1) {
mutex.lock();
}
}
_ALWAYS_INLINE_ void unlock() const {
DEV_ASSERT(count);
if (--count == 0) {
mutex.unlock();
}
}
_ALWAYS_INLINE_ bool try_lock() const {
if (count) {
count++;
return true;
} else {
if (mutex.try_lock()) {
count++;
return true;
} else {
return false;
}
}
}
~SafeBinaryMutex() {
DEV_ASSERT(!count);
}
};
template <class MutexT>
class MutexLock {
const MutexT &mutex;
friend class ConditionVariable;
std::unique_lock<typename MutexT::StdMutexType> lock;
public:
_ALWAYS_INLINE_ explicit MutexLock(const MutexT &p_mutex) :
mutex(p_mutex) {
mutex.lock();
}
_ALWAYS_INLINE_ ~MutexLock() {
mutex.unlock();
lock(p_mutex.mutex) {
}
};