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