mirror of
https://github.com/Xahau/xahaud.git
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258 lines
7.2 KiB
C++
258 lines
7.2 KiB
C++
//------------------------------------------------------------------------------
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/*
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This file is part of Beast: https://github.com/vinniefalco/Beast
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Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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//==============================================================================
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class DeadlineTimer::Manager
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: public SharedSingleton <DeadlineTimer::Manager>
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, protected Thread
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{
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private:
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typedef CriticalSection LockType;
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typedef List <DeadlineTimer> Items;
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public:
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Manager ()
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: SharedSingleton <Manager> (SingletonLifetime::persistAfterCreation)
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, Thread ("DeadlineTimer::Manager")
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{
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startThread ();
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}
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~Manager ()
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{
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signalThreadShouldExit ();
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notify ();
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waitForThreadToExit ();
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bassert (m_items.empty ());
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}
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// Okay to call on an active timer.
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// However, an extra notification may still happen due to concurrency.
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//
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void activate (DeadlineTimer& timer, double secondsRecurring, Time const& when)
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{
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bassert (secondsRecurring >= 0);
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LockType::ScopedLockType lock (m_mutex);
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if (timer.m_isActive)
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{
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m_items.erase (m_items.iterator_to (timer));
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timer.m_isActive = false;
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}
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timer.m_secondsRecurring = secondsRecurring;
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timer.m_notificationTime = when;
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insertSorted (timer);
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timer.m_isActive = true;
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notify ();
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}
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// Okay to call this on an inactive timer.
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// This can happen naturally based on concurrency.
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//
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void deactivate (DeadlineTimer& timer)
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{
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LockType::ScopedLockType lock (m_mutex);
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if (timer.m_isActive)
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{
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m_items.erase (m_items.iterator_to (timer));
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timer.m_isActive = false;
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notify ();
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}
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}
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void run ()
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{
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while (! threadShouldExit ())
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{
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Time const currentTime = Time::getCurrentTime ();
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double seconds = 0;
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{
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LockType::ScopedLockType lock (m_mutex);
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// Notify everyone whose timer has expired
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//
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while (! m_items.empty ())
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{
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Items::iterator const iter = m_items.begin ();
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DeadlineTimer& timer (*iter);
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// Has this timer expired?
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if (timer.m_notificationTime <= currentTime)
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{
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// Expired, remove it from the list.
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m_items.erase (iter);
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// Call the listener
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//
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// NOTE
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// The lock is held.
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// The listener MUST NOT block for long.
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//
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timer.m_listener->onDeadlineTimer (timer);
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// Is the timer recurring?
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if (timer.m_secondsRecurring > 0)
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{
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// Yes so set the timer again.
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timer.m_notificationTime =
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currentTime + RelativeTime (iter->m_secondsRecurring);
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// Keep it active.
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insertSorted (timer);
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}
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else
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{
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// Not a recurring timer, deactivate it.
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timer.m_isActive = false;
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}
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}
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else
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{
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break;
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}
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}
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// Figure out how long we need to wait.
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// This has to be done while holding the lock.
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//
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if (! m_items.empty ())
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{
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seconds = (m_items.front ().m_notificationTime - currentTime).inSeconds ();
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}
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else
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{
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seconds = 0;
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}
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}
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// Note that we have released the lock here.
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//
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if (seconds > 0)
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{
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// Wait until interrupt or next timer.
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//
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wait (static_cast <int> (seconds * 1000 + 0.5));
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}
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else if (seconds == 0)
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{
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// Wait until interrupt
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//
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wait ();
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}
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else
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{
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// Do not wait. This can happen if the recurring timer duration
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// is extremely short, or if a listener wastes too much time in
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// their callback.
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}
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}
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}
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}
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// Caller is responsible for locking
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void insertSorted (DeadlineTimer& timer)
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{
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if (! m_items.empty ())
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{
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Items::iterator before = m_items.begin ();
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for (;;)
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{
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if (before->m_notificationTime >= timer.m_notificationTime)
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{
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m_items.insert (before, timer);
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break;
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}
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++before;
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if (before == m_items.end ())
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{
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m_items.push_back (timer);
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break;
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}
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}
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}
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else
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{
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m_items.push_back (timer);
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}
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}
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static Manager* createInstance ()
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{
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return new Manager;
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}
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private:
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CriticalSection m_mutex;
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Items m_items;
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};
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//------------------------------------------------------------------------------
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DeadlineTimer::DeadlineTimer (Listener* listener)
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: m_listener (listener)
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, m_manager (Manager::getInstance ())
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, m_isActive (false)
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{
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}
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DeadlineTimer::~DeadlineTimer ()
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{
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m_manager->deactivate (*this);
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}
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void DeadlineTimer::setExpiration (double secondsUntilDeadline)
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{
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bassert (secondsUntilDeadline > 0);
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Time const when = Time::getCurrentTime () + RelativeTime (secondsUntilDeadline);
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m_manager->activate (*this, 0, when);
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}
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void DeadlineTimer::setRecurringExpiration (double secondsUntilDeadline)
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{
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bassert (secondsUntilDeadline > 0);
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Time const when = Time::getCurrentTime () + RelativeTime (secondsUntilDeadline);
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m_manager->activate (*this, secondsUntilDeadline, when);
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}
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void DeadlineTimer::setExpirationTime (Time const& when)
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{
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m_manager->activate (*this, 0, when);
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}
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void DeadlineTimer::reset ()
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{
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m_manager->deactivate (*this);
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}
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