1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/lib/CThreadHelper.cpp
AlexVinS 0b70baa95e 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
2018-02-08 11:37:21 +03:00

89 lines
2.0 KiB
C++

/*
* 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>
#elif !defined(VCMI_APPLE) && !defined(VCMI_FREEBSD) && !defined(VCMI_HURD)
#include <sys/prctl.h>
#endif
CThreadHelper::CThreadHelper(std::vector<std::function<void()> > *Tasks, int Threads)
{
currentTask = 0; amount = Tasks->size();
tasks = Tasks;
threads = Threads;
}
void CThreadHelper::run()
{
boost::thread_group grupa;
for(int i=0;i<threads;i++)
grupa.create_thread(std::bind(&CThreadHelper::processTasks,this));
grupa.join_all();
//thread group deletes threads, do not free manually
}
void CThreadHelper::processTasks()
{
while(true)
{
int pom;
{
boost::unique_lock<boost::mutex> lock(rtinm);
if((pom = currentTask) >= amount)
break;
else
++currentTask;
}
(*tasks)[pom]();
}
}
// 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
#elif defined(__linux__)
prctl(PR_SET_NAME, name.c_str(), 0, 0, 0);
#endif
}