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vcmi/lib/CThreadHelper.cpp

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/*
* CThreadHelper.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CThreadHelper.h"
#ifdef VCMI_WINDOWS
#include <windows.h>
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#elif defined(VCMI_HAIKU)
#include <OS.h>
#elif !defined(VCMI_APPLE) && !defined(VCMI_FREEBSD) && !defined(VCMI_HURD)
#include <sys/prctl.h>
#endif
VCMI_LIB_NAMESPACE_BEGIN
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CThreadHelper::CThreadHelper(std::vector<std::function<void()>> * Tasks, int Threads):
currentTask(0),
amount(static_cast<int>(Tasks->size())),
tasks(Tasks),
threads(Threads)
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{
}
void CThreadHelper::run()
{
boost::thread_group grupa;
for(int i=0;i<threads;i++)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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grupa.create_thread(std::bind(&CThreadHelper::processTasks,this));
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grupa.join_all();
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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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//thread group deletes threads, do not free manually
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}
void CThreadHelper::processTasks()
{
while(true)
{
int pom;
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{
boost::unique_lock<boost::mutex> lock(rtinm);
if((pom = currentTask) >= amount)
break;
else
++currentTask;
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}
(*tasks)[pom]();
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}
}
// set name for this thread.
// NOTE: on *nix string will be trimmed to 16 symbols
void setThreadName(const std::string &name)
{
#ifdef VCMI_WINDOWS
#ifndef __GNUC__
//follows http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
const DWORD MS_VC_EXCEPTION=0x406D1388;
#pragma pack(push,8)
typedef struct tagTHREADNAME_INFO
{
DWORD dwType; // Must be 0x1000.
LPCSTR szName; // Pointer to name (in user addr space).
DWORD dwThreadID; // Thread ID (-1=caller thread).
DWORD dwFlags; // Reserved for future use, must be zero.
} THREADNAME_INFO;
#pragma pack(pop)
THREADNAME_INFO info;
info.dwType = 0x1000;
info.szName = name.c_str();
info.dwThreadID = -1;
info.dwFlags = 0;
__try
{
RaiseException( MS_VC_EXCEPTION, 0, sizeof(info)/sizeof(ULONG_PTR), (ULONG_PTR*)&info );
}
__except(EXCEPTION_EXECUTE_HANDLER)
{
}
#else
//not supported
#endif
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#elif defined(__linux__)
prctl(PR_SET_NAME, name.c_str(), 0, 0, 0);
#elif defined(VCMI_APPLE)
pthread_setname_np(name.c_str());
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#elif defined(VCMI_HAIKU)
rename_thread(find_thread(NULL), name.c_str());
#endif
}
VCMI_LIB_NAMESPACE_END