///////////////////////////////////////////////////////////////////////////// // Name: thread.h // Purpose: Thread API // Author: Guilhem Lavaux // Modified by: Vadim Zeitlin (modifications partly inspired by omnithreads // package from Olivetti & Oracle Research Laboratory) // Created: 04/13/98 // RCS-ID: $Id$ // Copyright: (c) Guilhem Lavaux // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef __THREADH__ #define __THREADH__ // ---------------------------------------------------------------------------- // headers // ---------------------------------------------------------------------------- // get the value of wxUSE_THREADS configuration flag #include "wx/setup.h" #if wxUSE_THREADS /* otherwise we get undefined references for non-thread case (KB)*/ #ifdef __GNUG__ #pragma interface "thread.h" #endif // Windows headers define it #ifdef Yield #undef Yield #endif #include "wx/module.h" // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- typedef enum { wxMUTEX_NO_ERROR = 0, wxMUTEX_DEAD_LOCK, // Mutex has been already locked by THE CALLING thread wxMUTEX_BUSY, // Mutex has been already locked by ONE thread wxMUTEX_UNLOCKED, wxMUTEX_MISC_ERROR } wxMutexError; typedef enum { wxTHREAD_NO_ERROR = 0, // No error wxTHREAD_NO_RESOURCE, // No resource left to create a new thread wxTHREAD_RUNNING, // The thread is already running wxTHREAD_NOT_RUNNING, // The thread isn't running wxTHREAD_MISC_ERROR // Some other error } wxThreadError; // defines the interval of priority #define WXTHREAD_MIN_PRIORITY 0u #define WXTHREAD_DEFAULT_PRIORITY 50u #define WXTHREAD_MAX_PRIORITY 100u // ---------------------------------------------------------------------------- // A mutex object is a synchronization object whose state is set to signaled // when it is not owned by any thread, and nonsignaled when it is owned. Its // name comes from its usefulness in coordinating mutually-exclusive access to // a shared resource. Only one thread at a time can own a mutex object. // ---------------------------------------------------------------------------- // you should consider wxMutexLocker whenever possible instead of directly // working with wxMutex class - it is safer class WXDLLEXPORT wxMutexInternal; class WXDLLEXPORT wxMutex { public: // constructor & destructor wxMutex(); ~wxMutex(); // Lock the mutex. wxMutexError Lock(); // Try to lock the mutex: if it can't, returns immediately with an error. wxMutexError TryLock(); // Unlock the mutex. wxMutexError Unlock(); // Returns true if the mutex is locked. bool IsLocked() const { return (m_locked > 0); } protected: friend class wxCondition; // no assignment operator nor copy ctor wxMutex(const wxMutex&); wxMutex& operator=(const wxMutex&); int m_locked; wxMutexInternal *p_internal; }; // a helper class which locks the mutex in the ctor and unlocks it in the dtor: // this ensures that mutex is always unlocked, even if the function returns or // throws an exception before it reaches the end class WXDLLEXPORT wxMutexLocker { public: // lock the mutex in the ctor wxMutexLocker(wxMutex& mutex) : m_mutex(mutex) { m_isOk = m_mutex.Lock() == wxMUTEX_NO_ERROR; } // returns TRUE if mutex was successfully locked in ctor bool IsOk() const { return m_isOk; } // unlock the mutex in dtor ~wxMutexLocker() { if ( IsOk() ) m_mutex.Unlock(); } private: // no assignment operator nor copy ctor wxMutexLocker(const wxMutexLocker&); wxMutexLocker& operator=(const wxMutexLocker&); bool m_isOk; wxMutex& m_mutex; }; // ---------------------------------------------------------------------------- // Critical section: this is the same as mutex but is only visible to the // threads of the same process. For the platforms which don't have native // support for critical sections, they're implemented entirely in terms of // mutexes // ---------------------------------------------------------------------------- // in order to avoid any overhead under !MSW make all wxCriticalSection class // functions inline - but this can't be done under MSW #ifdef __WXMSW__ class WXDLLEXPORT wxCriticalSectionInternal; #define WXCRITICAL_INLINE #else // !MSW #define WXCRITICAL_INLINE inline #endif // MSW/!MSW // you should consider wxCriticalSectionLocker whenever possible instead of // directly working with wxCriticalSection class - it is safer class WXDLLEXPORT wxCriticalSection { public: // ctor & dtor WXCRITICAL_INLINE wxCriticalSection(); WXCRITICAL_INLINE ~wxCriticalSection(); // enter the section (the same as locking a mutex) WXCRITICAL_INLINE void Enter(); // leave the critical section (same as unlocking a mutex) WXCRITICAL_INLINE void Leave(); private: // no assignment operator nor copy ctor wxCriticalSection(const wxCriticalSection&); wxCriticalSection& operator=(const wxCriticalSection&); #ifdef __WXMSW__ wxCriticalSectionInternal *m_critsect; #else // !MSW wxMutex m_mutex; #endif // MSW/!MSW }; // keep your preprocessor name space clean #undef WXCRITICAL_INLINE // wxCriticalSectionLocker is the same to critical sections as wxMutexLocker is // to th mutexes class WXDLLEXPORT wxCriticalSectionLocker { public: wxCriticalSectionLocker(wxCriticalSection& critsect) : m_critsect(critsect) { m_critsect.Enter(); } ~wxCriticalSectionLocker() { m_critsect.Leave(); } private: // no assignment operator nor copy ctor wxCriticalSectionLocker(const wxCriticalSectionLocker&); wxCriticalSectionLocker& operator=(const wxCriticalSectionLocker&); wxCriticalSection& m_critsect; }; // ---------------------------------------------------------------------------- // Condition handler. // ---------------------------------------------------------------------------- class wxConditionInternal; class WXDLLEXPORT wxCondition { public: // constructor & destructor wxCondition(); ~wxCondition(); // Waits indefinitely. void Wait(wxMutex& mutex); // Waits until a signal is raised or the timeout is elapsed. bool Wait(wxMutex& mutex, unsigned long sec, unsigned long nsec); // Raises a signal: only one "Waiter" is released. void Signal(); // Broadcasts to all "Waiters". void Broadcast(); private: wxConditionInternal *p_internal; }; // ---------------------------------------------------------------------------- // Thread management class // ---------------------------------------------------------------------------- // FIXME Thread termination model is still unclear. Delete() should probably // have a timeout after which the thread must be Kill()ed. // NB: in the function descriptions the words "this thread" mean the thread // created by the wxThread object while "main thread" is the thread created // during the process initialization (a.k.a. the GUI thread) class wxThreadInternal; class WXDLLEXPORT wxThread { public: // the return type for the thread function typedef void *ExitCode; // static functions // Returns the wxThread object for the calling thread. NULL is returned // if the caller is the main thread (but it's recommended to use // IsMain() and only call This() for threads other than the main one // because NULL is also returned on error). If the thread wasn't // created with wxThread class, the returned value is undefined. static wxThread *This(); // Returns true if current thread is the main thread. static bool IsMain(); // Release the rest of our time slice leting the other threads run static void Yield(); // Sleep during the specified period of time in milliseconds // // NB: at least under MSW worker threads can not call ::wxSleep()! static void Sleep(unsigned long milliseconds); // default constructor wxThread(); // function that change the thread state // create a new thread - call Run() to start it wxThreadError Create(); // starts execution of the thread - from the moment Run() is called the // execution of wxThread::Entry() may start at any moment, caller // shouldn't suppose that it starts after (or before) Run() returns. wxThreadError Run(); // stops the thread if it's running and deletes the wxThread object // freeing its memory. This function should also be called if the // Create() or Run() fails to free memory (otherwise it will be done by // the thread itself when it terminates). The return value is the // thread exit code if the thread was gracefully terminated, 0 if it // wasn't running and -1 if an error occured. ExitCode Delete(); // kills the thread without giving it any chance to clean up - should // not be used in normal circumstances, use Delete() instead. It is a // dangerous function that should only be used in the most extreme // cases! The wxThread object is deleted by Kill() if thread was // killed (i.e. no errors occured). wxThreadError Kill(); // pause a running thread wxThreadError Pause(); // resume a paused thread wxThreadError Resume(); // priority // Sets the priority to "prio": see WXTHREAD_XXX_PRIORITY constants // // NB: the priority can only be set before the thread is created void SetPriority(unsigned int prio); // Get the current priority. unsigned int GetPriority() const; // Get the thread ID - a platform dependent number which uniquely // identifies a thread inside a process unsigned long GetID() const; // thread status inquiries // Returns true if the thread is alive: i.e. running or suspended bool IsAlive() const; // Returns true if the thread is running (not paused, not killed). bool IsRunning() const; // Returns true if the thread is suspended bool IsPaused() const { return IsAlive() && !IsRunning(); } // called when the thread exits - in the context of this thread // // NB: this function will not be called if the thread is Kill()ed virtual void OnExit() { } protected: // Returns TRUE if the thread was asked to terminate: this function should // be called by the thread from time to time, otherwise the main thread // will be left forever in Delete()! bool TestDestroy(); // exits from the current thread - can be called only from this thread void Exit(void *exitcode = 0); // destructor is private - user code can't delete thread objects, they will // auto-delete themselves (and thus must be always allocated on the heap). // Use Delete() or Kill() instead. // // NB: derived classes dtors shouldn't be public neither! virtual ~wxThread(); // entry point for the thread - called by Run() and executes in the context // of this thread. virtual void *Entry() = 0; private: // no copy ctor/assignment operator wxThread(const wxThread&); wxThread& operator=(const wxThread&); friend class wxThreadInternal; // the (platform-dependent) thread class implementation wxThreadInternal *p_internal; // protects access to any methods of wxThreadInternal object wxCriticalSection m_critsect; }; // ---------------------------------------------------------------------------- // Automatic initialization // ---------------------------------------------------------------------------- // GUI mutex handling. void WXDLLEXPORT wxMutexGuiEnter(); void WXDLLEXPORT wxMutexGuiLeave(); #else // !wxUSE_THREADS #include // for WXDLLEXPORT // no thread support inline void WXDLLEXPORT wxMutexGuiEnter() { } inline void WXDLLEXPORT wxMutexGuiLeave() { } #endif // wxUSE_THREADS // automatically unlock GUI mutex in dtor class WXDLLEXPORT wxMutexGuiLocker { public: wxMutexGuiLocker() { wxMutexGuiEnter(); } ~wxMutexGuiLocker() { wxMutexGuiLeave(); } }; // ----------------------------------------------------------------------------- // implementation only until the end of file // ----------------------------------------------------------------------------- #if wxUSE_THREADS #ifdef __WXMSW__ // unlock GUI if there are threads waiting for and lock it back when // there are no more of them - should be called periodically by the main // thread extern void WXDLLEXPORT wxMutexGuiLeaveOrEnter(); // returns TRUE if the main thread has GUI lock extern bool WXDLLEXPORT wxGuiOwnedByMainThread(); // wakes up the main thread if it's sleeping inside ::GetMessage() extern void WXDLLEXPORT wxWakeUpMainThread(); // return TRUE if the main thread is waiting for some other to terminate: // wxApp then should block all "dangerous" messages extern bool WXDLLEXPORT wxIsWaitingForThread(); #else // !MSW // implement wxCriticalSection using mutexes inline wxCriticalSection::wxCriticalSection() { } inline wxCriticalSection::~wxCriticalSection() { } inline void wxCriticalSection::Enter() { (void)m_mutex.Lock(); } inline void wxCriticalSection::Leave() { (void)m_mutex.Unlock(); } #endif // MSW/!MSW #endif // wxUSE_THREADS #endif // __THREADH__