/**************************************************************************/ /* thread.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. */ /**************************************************************************/ #include "platform_config.h" // Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h` // to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h` // Overriding the platform implementation is required in some proprietary platforms #ifdef PLATFORM_THREAD_OVERRIDE #include "platform_thread.h" #else #ifndef THREAD_H #define THREAD_H #include "core/templates/safe_refcount.h" #include "core/typedefs.h" #ifdef MINGW_ENABLED #define MINGW_STDTHREAD_REDUNDANCY_WARNING #include "thirdparty/mingw-std-threads/mingw.thread.h" #define THREADING_NAMESPACE mingw_stdthread #else #include #define THREADING_NAMESPACE std #endif class String; #ifdef THREADS_ENABLED class Thread { public: typedef void (*Callback)(void *p_userdata); typedef uint64_t ID; enum : ID { UNASSIGNED_ID = 0, MAIN_ID = 1 }; enum Priority { PRIORITY_LOW, PRIORITY_NORMAL, PRIORITY_HIGH }; struct Settings { Priority priority; Settings() { priority = PRIORITY_NORMAL; } }; struct PlatformFunctions { Error (*set_name)(const String &) = nullptr; void (*set_priority)(Thread::Priority) = nullptr; void (*init)() = nullptr; void (*wrapper)(Thread::Callback, void *) = nullptr; void (*term)() = nullptr; }; private: friend class Main; static PlatformFunctions platform_functions; ID id = UNASSIGNED_ID; static SafeNumeric id_counter; static thread_local ID caller_id; THREADING_NAMESPACE::thread thread; static void callback(ID p_caller_id, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata); static void make_main_thread() { caller_id = MAIN_ID; } static void release_main_thread() { caller_id = UNASSIGNED_ID; } public: static void _set_platform_functions(const PlatformFunctions &p_functions); _FORCE_INLINE_ ID get_id() const { return id; } // get the ID of the caller thread _FORCE_INLINE_ static ID get_caller_id() { if (unlikely(caller_id == UNASSIGNED_ID)) { caller_id = id_counter.increment(); } return caller_id; } // get the ID of the main thread _FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; } _FORCE_INLINE_ static bool is_main_thread() { return caller_id == MAIN_ID; } // Gain a tiny bit of perf here because there is no need to validate caller_id here, because only main thread will be set as 1. static Error set_name(const String &p_name); ID start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings()); bool is_started() const; ///< waits until thread is finished, and deallocates it. void wait_to_finish(); Thread(); ~Thread(); }; #else // No threads. class Thread { public: typedef void (*Callback)(void *p_userdata); typedef uint64_t ID; enum : ID { UNASSIGNED_ID = 0, MAIN_ID = 1 }; enum Priority { PRIORITY_LOW, PRIORITY_NORMAL, PRIORITY_HIGH }; struct Settings { Priority priority; Settings() { priority = PRIORITY_NORMAL; } }; struct PlatformFunctions { Error (*set_name)(const String &) = nullptr; void (*set_priority)(Thread::Priority) = nullptr; void (*init)() = nullptr; void (*wrapper)(Thread::Callback, void *) = nullptr; void (*term)() = nullptr; }; private: friend class Main; static PlatformFunctions platform_functions; static void make_main_thread() {} static void release_main_thread() {} public: static void _set_platform_functions(const PlatformFunctions &p_functions); _FORCE_INLINE_ ID get_id() const { return 0; } _FORCE_INLINE_ static ID get_caller_id() { return MAIN_ID; } _FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; } _FORCE_INLINE_ static bool is_main_thread() { return true; } static Error set_name(const String &p_name) { return ERR_UNAVAILABLE; } void start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings()) {} bool is_started() const { return false; } void wait_to_finish() {} }; #endif // THREADS_ENABLED #endif // THREAD_H #endif // PLATFORM_THREAD_OVERRIDE