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99 lines
3.6 KiB
C++
99 lines
3.6 KiB
C++
#pragma once
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#include <windows.h>
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#include <bfc/platform/types.h>
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#include <vector>
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#include "../autolock.h"
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#include "ThreadID.h"
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#include "ThreadFunctions.h"
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#include "threadpool_types.h"
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/* random notes
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HANDLEs common to all threads
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WaitForMultipleObjectsEx() around these
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0 - killswitch
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1 - shared APC event. since threads might want to use APCs themselves, we'll use a different mechanism (thread-safe FIFO and an event). the intention is that APCs that can go on any thread will use this handle
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2 - per thread APC event.
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parameters for "run my function" method
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function pointer, user data, flags
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flags:
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interrupt - for very short non-locking functions where it is safe to interrupt another thread, uses QueueUserAPC
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no_wait - spawn a new thread if all threads are busy
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com_multithreaded - all threads are created with CoInitialize(0), if you need a COINIT_MULTITHREADED thread, use this flag
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parameters for "add my handle" method
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handle, function pointer, user data, flags
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flags:
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single_thread - only one thread in the pool will wait on your object, useful if your handle is not auto-reset
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parameters for "function call repeat" - calls your function until you return 0
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function pointer, user data, flags
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flags:
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single_thread - keep calling on the same thread
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*/
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class ThreadPool : public api_threadpool
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{
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public:
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static const char *getServiceName() { return "Thread Pool API"; }
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static const GUID getServiceGuid() { return ThreadPoolGUID; }
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public:
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// Owner API:
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ThreadPool();
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void Kill();
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// User API:
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/* If you have multiple events, APCs, etc and you need them to always run on the same thread
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you can reserve one */
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ThreadID *ReserveThread(int flags);
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/* Release a thread you've previously reserved */
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void ReleaseThread(ThreadID *thread_id);
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/* adds a waitable handle to the thread pool. when the event is signalled, your function ptr will get called
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user_data and id values get passed to your function.
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your function should return 1 to indicate that it can be removed
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flags, see api_threadpool */
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int AddHandle(ThreadID *threadid, HANDLE handle, api_threadpool::ThreadPoolFunc func, void *user_data, intptr_t id, int flags);
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void RemoveHandle(ThreadID *threadid, HANDLE handle);
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int RunFunction(ThreadID *threadid, api_threadpool::ThreadPoolFunc func, void *user_data, intptr_t id, int flags);
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size_t GetNumberOfThreads(); // total number of threads in the threadpool
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size_t GetNumberOfActiveThreads(); // number of threads that are currently being used (inside user function but not necessarily busy)
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private:
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enum
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{
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TYPE_MT = 0,
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TYPE_STA = 1,
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TYPE_MT_RESERVED = 2,
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TYPE_STA_RESERVED = 3,
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THREAD_TYPES = 4, // two thread types, single threaded apartment COM and multithreaded COM
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};
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private:
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static DWORD CALLBACK WatchDogThreadProcedure_stub(LPVOID param);
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ThreadID *CreateNewThread_Internal(int thread_type = 0);
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DWORD CALLBACK WatchDogThreadProcedure();
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static int GetThreadType(int flags, int reserved = 0);
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static void GetThreadTypes(int flags, bool types[THREAD_TYPES]);
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void RemoveHandle_Internal(size_t start, HANDLE handle); // recursive helper function for RemoveHandle()
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void AddHandle_Internal(size_t start, HANDLE handle, int flags); // recursive helper function for RemoveHandle()
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Nullsoft::Utility::LockGuard guard; // guards threads, any_thread_handles, and non_reserved_handles data structures
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typedef std::vector<ThreadID*> ThreadList;
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ThreadList threads;
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ThreadPoolTypes::HandleList any_thread_handles[THREAD_TYPES];
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HANDLE killswitch;
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HANDLE watchdog_thread_handle;
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volatile LONG num_threads_available[THREAD_TYPES];
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ThreadFunctions thread_functions;
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HANDLE max_load_event[THREAD_TYPES];
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protected:
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RECVS_DISPATCH;
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};
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