SabrehavenServer/src/tasks.cpp
2019-09-16 20:38:16 +03:00

99 lines
2.3 KiB
C++

/**
* Tibia GIMUD Server - a free and open-source MMORPG server emulator
* Copyright (C) 2019 Sabrehaven and Mark Samman <mark.samman@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "otpch.h"
#include "tasks.h"
#include "game.h"
extern Game g_game;
void Dispatcher::threadMain()
{
// NOTE: second argument defer_lock is to prevent from immediate locking
std::unique_lock<std::mutex> taskLockUnique(taskLock, std::defer_lock);
while (getState() != THREAD_STATE_TERMINATED) {
// check if there are tasks waiting
taskLockUnique.lock();
if (taskList.empty()) {
//if the list is empty wait for signal
taskSignal.wait(taskLockUnique);
}
if (!taskList.empty()) {
// take the first task
Task* task = taskList.front();
taskList.pop_front();
taskLockUnique.unlock();
if (!task->hasExpired()) {
++dispatcherCycle;
// execute it
(*task)();
g_game.map.clearSpectatorCache();
}
delete task;
} else {
taskLockUnique.unlock();
}
}
}
void Dispatcher::addTask(Task* task, bool push_front /*= false*/)
{
bool do_signal = false;
taskLock.lock();
if (getState() == THREAD_STATE_RUNNING) {
do_signal = taskList.empty();
if (push_front) {
taskList.push_front(task);
} else {
taskList.push_back(task);
}
} else {
delete task;
}
taskLock.unlock();
// send a signal if the list was empty
if (do_signal) {
taskSignal.notify_one();
}
}
void Dispatcher::shutdown()
{
Task* task = createTask([this]() {
setState(THREAD_STATE_TERMINATED);
taskSignal.notify_one();
});
std::lock_guard<std::mutex> lockClass(taskLock);
taskList.push_back(task);
taskSignal.notify_one();
}