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WorkQueueThread: Cleanups. Implement in terms of WaitableSPSCQueue. Add single producer WorkQueueThreadSP.
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12e29828f8
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3 changed files with 119 additions and 121 deletions
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@ -4,169 +4,167 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <atomic>
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#include <condition_variable>
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#include <functional>
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#include <functional>
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#include <queue>
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#include <mutex>
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#include <string>
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#include <string>
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#include <string_view>
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#include <thread>
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#include "Common/Event.h"
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#include "Common/SPSCQueue.h"
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#include "Common/StdJThread.h"
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#include "Common/Thread.h"
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#include "Common/Thread.h"
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// A thread that executes the given function for every item placed into its queue.
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// A thread that executes the given function for every item placed into its queue.
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namespace Common
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namespace Common
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{
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{
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template <typename T>
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namespace detail
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class WorkQueueThread
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{
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template <typename T, bool IsSingleProducer>
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class WorkQueueThreadBase final
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{
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{
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public:
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public:
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WorkQueueThread() = default;
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WorkQueueThreadBase() = default;
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WorkQueueThread(const std::string_view name, std::function<void(T)> function)
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WorkQueueThreadBase(std::string name, std::function<void(T)> function)
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{
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{
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Reset(name, std::move(function));
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Reset(std::move(name), std::move(function));
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}
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}
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~WorkQueueThread() { Shutdown(); }
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~WorkQueueThreadBase() { Shutdown(); }
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// Shuts the current work thread down (if any) and starts a new thread with the given function
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// Shuts the current work thread down (if any) and starts a new thread with the given function
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// Note: Some consumers of this API push items to the queue before starting the thread.
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// Note: Some consumers of this API push items to the queue before starting the thread.
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void Reset(const std::string_view name, std::function<void(T)> function)
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void Reset(std::string name, std::function<void(T)> function)
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{
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{
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auto lg = GetLockGuard();
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Shutdown();
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Shutdown();
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std::lock_guard lg(m_lock);
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m_thread = StdCompat::jthread(std::bind_front(&WorkQueueThreadBase::ThreadLoop, this),
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m_thread_name = name;
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std::move(name), std::move(function));
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m_shutdown = false;
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m_function = std::move(function);
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m_thread = std::thread(&WorkQueueThread::ThreadLoop, this);
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}
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}
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// Adds an item to the work queue
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// Adds an item to the work queue
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template <typename... Args>
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template <typename... Args>
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void EmplaceItem(Args&&... args)
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void EmplaceItem(Args&&... args)
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{
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{
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std::lock_guard lg(m_lock);
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auto lg = GetLockGuard();
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if (m_shutdown)
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m_items.Emplace(std::forward<Args>(args)...);
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return;
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m_event.Set();
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m_items.emplace(std::forward<Args>(args)...);
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m_idle = false;
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m_worker_cond_var.notify_one();
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}
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}
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void Push(T&& item) { EmplaceItem(std::move(item)); }
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void Push(const T& item) { EmplaceItem(item); }
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// Adds an item to the work queue
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// Empties the queue, skipping all work.
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void Push(T&& item)
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// Blocks until the current work is cancelled.
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{
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std::lock_guard lg(m_lock);
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if (m_shutdown)
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return;
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m_items.push(std::move(item));
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m_idle = false;
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m_worker_cond_var.notify_one();
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}
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// Adds an item to the work queue
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void Push(const T& item)
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{
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std::lock_guard lg(m_lock);
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if (m_shutdown)
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return;
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m_items.push(item);
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m_idle = false;
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m_worker_cond_var.notify_one();
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}
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// Empties the queue
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// If the worker polls IsCanceling(), it can abort it's work when Cancelling
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void Cancel()
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void Cancel()
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{
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{
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std::unique_lock lg(m_lock);
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auto lg = GetLockGuard();
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if (m_shutdown)
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if (IsRunning())
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return;
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{
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m_skip_work.store(true, std::memory_order_relaxed);
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m_cancelling = true;
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WaitForCompletion();
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m_items = std::queue<T>();
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m_skip_work.store(false, std::memory_order_relaxed);
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m_worker_cond_var.notify_one();
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}
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else
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{
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m_items.Clear();
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}
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}
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}
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// Tells the worker to shut down when it's queue is empty
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// Tells the worker thread to stop when its queue is empty.
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// Blocks until the worker thread exits.
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// Blocks until the worker thread exits. Does nothing if thread isn't running.
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// If cancel is true, will Cancel before before telling the worker to exit
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void Shutdown() { StopThread(true); }
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// Otherwise, all currently queued items will complete before the worker exits
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void Shutdown(bool cancel = false)
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// Tells the worker thread to stop immediately, potentially leaving work in the queue.
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// Blocks until the worker thread exits. Does nothing if thread isn't running.
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void Stop() { StopThread(false); }
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// Stops the worker thread ASAP and empties the queue.
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void StopAndCancel()
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{
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{
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{
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auto lg = GetLockGuard();
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std::unique_lock lg(m_lock);
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Stop();
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if (m_shutdown || !m_thread.joinable())
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Cancel();
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return;
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if (cancel)
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{
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m_cancelling = true;
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m_items = std::queue<T>();
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}
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m_shutdown = true;
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m_worker_cond_var.notify_one();
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}
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m_thread.join();
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}
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}
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// Blocks until all items in the queue have been processed (or cancelled)
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// Blocks until all items in the queue have been processed (or cancelled)
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// Does nothing if thread isn't running.
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void WaitForCompletion()
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void WaitForCompletion()
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{
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{
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std::unique_lock lg(m_lock);
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auto lg = GetLockGuard();
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// don't check m_shutdown, because it gets set to request a shutdown, and we want to wait until
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if (IsRunning())
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// after the shutdown completes.
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m_items.WaitForEmpty();
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// We also check m_cancelling, because we want to ensure the worker acknowledges our cancel.
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if (m_idle && !m_cancelling.load())
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return;
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m_wait_cond_var.wait(lg, [&] { return m_idle && !m_cancelling; });
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}
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}
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// If the worker polls IsCanceling(), it can abort its work when Cancelling
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bool IsCancelling() const { return m_cancelling.load(); }
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private:
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private:
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void ThreadLoop()
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void StopThread(bool wait_for_completion)
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{
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{
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Common::SetCurrentThreadName(m_thread_name.c_str());
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auto lg = GetLockGuard();
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while (true)
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if (wait_for_completion)
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WaitForCompletion();
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if (m_thread.request_stop())
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{
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{
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std::unique_lock lg(m_lock);
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m_event.Set();
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while (m_items.empty())
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m_thread.join();
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{
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m_idle = true;
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m_cancelling = false;
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m_wait_cond_var.notify_all();
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if (m_shutdown)
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return;
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m_worker_cond_var.wait(
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lg, [&] { return !m_items.empty() || m_shutdown || m_cancelling.load(); });
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}
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T item{std::move(m_items.front())};
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m_items.pop();
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lg.unlock();
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m_function(std::move(item));
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}
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}
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}
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}
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std::function<void(T)> m_function;
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auto GetLockGuard()
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std::string m_thread_name;
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{
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std::thread m_thread;
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struct DummyLockGuard
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std::mutex m_lock;
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{
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std::queue<T> m_items;
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// Silences unused variable warning.
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std::condition_variable m_wait_cond_var;
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~DummyLockGuard() {}
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std::condition_variable m_worker_cond_var;
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};
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std::atomic<bool> m_cancelling = false;
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bool m_idle = true;
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if constexpr (IsSingleProducer)
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bool m_shutdown = false;
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return DummyLockGuard{};
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else
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return std::lock_guard(m_mutex);
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}
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bool IsRunning() { return m_thread.joinable(); }
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void ThreadLoop(const StdCompat::stop_token& stoken, const std::string& thread_name,
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const std::function<void(T)>& function)
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{
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Common::SetCurrentThreadName(thread_name.c_str());
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while (!stoken.stop_requested())
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{
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if (m_items.Empty())
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{
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m_event.Wait();
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continue;
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}
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if (m_skip_work.load(std::memory_order_relaxed))
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{
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m_items.Clear();
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continue;
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}
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function(std::move(m_items.Front()));
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m_items.Pop();
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}
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}
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StdCompat::jthread m_thread;
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Common::WaitableSPSCQueue<T> m_items;
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Common::Event m_event;
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std::atomic_bool m_skip_work = false;
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using ProducerMutex = std::conditional_t<IsSingleProducer, std::nullptr_t, std::recursive_mutex>;
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ProducerMutex m_mutex;
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};
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};
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} // namespace detail
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// Multiple threads may use the public interface.
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template <typename T>
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using WorkQueueThread = detail::WorkQueueThreadBase<T, false>;
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// A "Single Producer" WorkQueueThread.
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// It uses no mutex but only one thread can safely manipulate the queue.
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template <typename T>
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using WorkQueueThreadSP = detail::WorkQueueThreadBase<T, true>;
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} // namespace Common
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} // namespace Common
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@ -37,7 +37,7 @@ GameTracker::GameTracker(QObject* parent) : QFileSystemWatcher(parent)
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connect(qApp, &QApplication::aboutToQuit, this, [this] {
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connect(qApp, &QApplication::aboutToQuit, this, [this] {
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m_processing_halted = true;
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m_processing_halted = true;
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m_load_thread.Shutdown(true);
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m_load_thread.StopAndCancel();
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});
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});
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connect(this, &QFileSystemWatcher::directoryChanged, this, &GameTracker::UpdateDirectory);
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connect(this, &QFileSystemWatcher::directoryChanged, this, &GameTracker::UpdateDirectory);
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connect(this, &QFileSystemWatcher::fileChanged, this, &GameTracker::UpdateFile);
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connect(this, &QFileSystemWatcher::fileChanged, this, &GameTracker::UpdateFile);
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@ -69,9 +69,9 @@ void CustomAssetLoader::Init()
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});
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});
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}
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}
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void CustomAssetLoader ::Shutdown()
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void CustomAssetLoader::Shutdown()
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{
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{
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m_asset_load_thread.Shutdown(true);
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m_asset_load_thread.StopAndCancel();
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m_asset_monitor_thread_shutdown.Set();
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m_asset_monitor_thread_shutdown.Set();
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m_asset_monitor_thread.join();
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m_asset_monitor_thread.join();
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