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0545adfac3
Have fun!
552 lines
16 KiB
C++
552 lines
16 KiB
C++
#ifndef __THREAD_POOL_H
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#define __THREAD_POOL_H
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#include "RakMemoryOverride.h"
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#include "DS_Queue.h"
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#include "SimpleMutex.h"
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#include "Export.h"
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#include "RakThread.h"
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#ifdef _MSC_VER
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#pragma warning( push )
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#endif
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/// A simple class to create worker threads that processes a queue of functions with data.
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/// This class does not allocate or deallocate memory. It is up to the user to handle memory management.
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/// InputType and OutputType are stored directly in a queue. For large structures, if you plan to delete from the middle of the queue,
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/// you might wish to store pointers rather than the structures themselves so the array can shift efficiently.
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template <class InputType, class OutputType>
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struct RAK_DLL_EXPORT ThreadPool : public RakNet::RakMemoryOverride
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{
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ThreadPool();
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~ThreadPool();
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/// Start the specified number of threads.
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/// \param[in] numThreads The number of threads to start
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/// \param[in] stackSize 0 for default (except on consoles).
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/// \param[in] _perThreadDataFactory User callback to return data stored per thread. Pass 0 if not needed.
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/// \param[in] _perThreadDataDestructor User callback to destroy data stored per thread, created by _perThreadDataFactory. Pass 0 if not needed.
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/// \return True on success, false on failure.
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bool StartThreads(int numThreads, int stackSize, void* (*_perThreadDataFactory)()=0, void (*_perThreadDataDestructor)(void*)=0);
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/// Stops all threads
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void StopThreads(void);
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/// Adds a function to a queue with data to pass to that function. This function will be called from the thread
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/// Memory management is your responsibility! This class does not allocate or deallocate memory.
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/// The best way to deallocate \a inputData is in userCallback. If you call EndThreads such that callbacks were not called, you
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/// can iterate through the inputQueue and deallocate all pending input data there
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/// The best way to deallocate output is as it is returned to you from GetOutput. Similarly, if you end the threads such that
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/// not all output was returned, you can iterate through outputQueue and deallocate it there.
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/// \param[in] workerThreadCallback The function to call from the thread
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/// \param[in] inputData The parameter to pass to \a userCallback
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void AddInput(OutputType (*workerThreadCallback)(InputType, bool *returnOutput, void* perThreadData), InputType inputData);
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/// Returns true if output from GetOutput is waiting.
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/// \return true if output is waiting, false otherwise
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bool HasOutput(void);
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/// Inaccurate but fast version of HasOutput. If this returns true, you should still check HasOutput for the real value.
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/// \return true if output is probably waiting, false otherwise
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bool HasOutputFast(void);
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/// Returns true if input from GetInput is waiting.
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/// \return true if input is waiting, false otherwise
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bool HasInput(void);
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/// Inaccurate but fast version of HasInput. If this returns true, you should still check HasInput for the real value.
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/// \return true if input is probably waiting, false otherwise
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bool HasInputFast(void);
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/// Gets the output of a call to \a userCallback
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/// HasOutput must return true before you call this function. Otherwise it will assert.
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/// \return The output of \a userCallback. If you have different output signatures, it is up to you to encode the data to indicate this
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OutputType GetOutput(void);
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/// Clears internal buffers
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void Clear(void);
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/// Lock the input buffer before calling the functions InputSize, InputAtIndex, and RemoveInputAtIndex
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/// It is only necessary to lock the input or output while the threads are running
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void LockInput(void);
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/// Unlock the input buffer after you are done with the functions InputSize, GetInputAtIndex, and RemoveInputAtIndex
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void UnlockInput(void);
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/// Length of the input queue
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unsigned InputSize(void);
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/// Get the input at a specified index
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InputType GetInputAtIndex(unsigned index);
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/// Remove input from a specific index. This does NOT do memory deallocation - it only removes the item from the queue
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void RemoveInputAtIndex(unsigned index);
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/// Lock the output buffer before calling the functions OutputSize, OutputAtIndex, and RemoveOutputAtIndex
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/// It is only necessary to lock the input or output while the threads are running
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void LockOutput(void);
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/// Unlock the output buffer after you are done with the functions OutputSize, GetOutputAtIndex, and RemoveOutputAtIndex
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void UnlockOutput(void);
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/// Length of the output queue
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unsigned OutputSize(void);
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/// Get the output at a specified index
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OutputType GetOutputAtIndex(unsigned index);
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/// Remove output from a specific index. This does NOT do memory deallocation - it only removes the item from the queue
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void RemoveOutputAtIndex(unsigned index);
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/// Removes all items from the input queue
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void ClearInput(void);
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/// Removes all items from the output queue
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void ClearOutput(void);
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/// Are any of the threads working, or is input or output available?
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bool IsWorking(void);
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/// The number of currently active threads.
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int NumThreadsWorking(void);
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/// Have the threads been signaled to be stopped?
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bool WasStopped(void);
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protected:
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// It is valid to cancel input before it is processed. To do so, lock the inputQueue with inputQueueMutex,
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// Scan the list, and remove the item you don't want.
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SimpleMutex inputQueueMutex, outputQueueMutex, workingThreadCountMutex, runThreadsMutex;
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void* (*perThreadDataFactory)();
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void (*perThreadDataDestructor)(void*);
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// inputFunctionQueue & inputQueue are paired arrays so if you delete from one at a particular index you must delete from the other
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// at the same index
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DataStructures::Queue<OutputType (*)(InputType, bool *, void*)> inputFunctionQueue;
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DataStructures::Queue<InputType> inputQueue;
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DataStructures::Queue<OutputType> outputQueue;
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template <class ThreadInputType, class ThreadOutputType>
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friend RAK_THREAD_DECLARATION(WorkerThread);
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/*
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#ifdef _WIN32
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friend unsigned __stdcall WorkerThread( LPVOID arguments );
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#else
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friend void* WorkerThread( void* arguments );
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#endif
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*/
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/// \internal
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bool runThreads;
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/// \internal
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int numThreadsRunning;
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/// \internal
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int numThreadsWorking;
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/// \internal
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SimpleMutex numThreadsRunningMutex;
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#ifdef _WIN32
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/// \internal
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HANDLE quitAndIncomingDataEvents[2];
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#endif
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};
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#include "ThreadPool.h"
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#include "RakSleep.h"
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#ifdef _WIN32
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#else
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#include <unistd.h>
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable:4127)
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#pragma warning( disable : 4701 ) // potentially uninitialized local variable 'inputData' used
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#endif
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template <class ThreadInputType, class ThreadOutputType>
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RAK_THREAD_DECLARATION(WorkerThread)
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/*
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#ifdef _WIN32
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unsigned __stdcall WorkerThread( LPVOID arguments )
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#else
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void* WorkerThread( void* arguments )
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#endif
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*/
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{
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bool returnOutput;
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ThreadPool<ThreadInputType, ThreadOutputType> *threadPool = (ThreadPool<ThreadInputType, ThreadOutputType>*) arguments;
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ThreadOutputType (*userCallback)(ThreadInputType, bool *, void*);
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ThreadInputType inputData;
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ThreadOutputType callbackOutput;
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userCallback=0;
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void *perThreadData;
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if (threadPool->perThreadDataFactory)
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perThreadData=threadPool->perThreadDataFactory();
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else
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perThreadData=0;
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// Increase numThreadsRunning
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threadPool->numThreadsRunningMutex.Lock();
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++threadPool->numThreadsRunning;
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threadPool->numThreadsRunningMutex.Unlock();
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while (1)
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{
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#ifdef _WIN32
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if (userCallback==0)
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{
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// Wait for signaled event
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WaitForMultipleObjects(
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2,
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threadPool->quitAndIncomingDataEvents,
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false,
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INFINITE);
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}
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#endif
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threadPool->runThreadsMutex.Lock();
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if (threadPool->runThreads==false)
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{
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threadPool->runThreadsMutex.Unlock();
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break;
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}
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threadPool->runThreadsMutex.Unlock();
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threadPool->workingThreadCountMutex.Lock();
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++threadPool->numThreadsWorking;
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threadPool->workingThreadCountMutex.Unlock();
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// Read input data
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userCallback=0;
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threadPool->inputQueueMutex.Lock();
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if (threadPool->inputFunctionQueue.Size())
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{
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userCallback=threadPool->inputFunctionQueue.Pop();
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inputData=threadPool->inputQueue.Pop();
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}
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threadPool->inputQueueMutex.Unlock();
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if (userCallback)
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{
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callbackOutput=userCallback(inputData, &returnOutput,perThreadData);
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if (returnOutput)
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{
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threadPool->outputQueueMutex.Lock();
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threadPool->outputQueue.Push(callbackOutput);
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threadPool->outputQueueMutex.Unlock();
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}
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}
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threadPool->workingThreadCountMutex.Lock();
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--threadPool->numThreadsWorking;
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threadPool->workingThreadCountMutex.Unlock();
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#ifndef _WIN32
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// If no input data available, and GCC, then sleep.
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if (userCallback==0)
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RakSleep(1000);
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#endif
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}
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// Decrease numThreadsRunning
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threadPool->numThreadsRunningMutex.Lock();
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--threadPool->numThreadsRunning;
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threadPool->numThreadsRunningMutex.Unlock();
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if (threadPool->perThreadDataDestructor)
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threadPool->perThreadDataDestructor(perThreadData);
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return 0;
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}
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template <class InputType, class OutputType>
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ThreadPool<InputType, OutputType>::ThreadPool()
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{
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runThreads=false;
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numThreadsRunning=0;
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}
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template <class InputType, class OutputType>
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ThreadPool<InputType, OutputType>::~ThreadPool()
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{
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StopThreads();
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Clear();
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::StartThreads(int numThreads, int stackSize, void* (*_perThreadDataFactory)(), void (*_perThreadDataDestructor)(void *))
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{
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(void) stackSize;
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runThreadsMutex.Lock();
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if (runThreads==true)
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{
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runThreadsMutex.Unlock();
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return false;
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}
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runThreadsMutex.Unlock();
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#ifdef _WIN32
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quitAndIncomingDataEvents[0]=CreateEvent(0, true, false, 0);
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quitAndIncomingDataEvents[1]=CreateEvent(0, false, false, 0);
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#endif
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perThreadDataFactory=_perThreadDataFactory;
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perThreadDataDestructor=_perThreadDataDestructor;
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runThreadsMutex.Lock();
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runThreads=true;
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runThreadsMutex.Unlock();
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numThreadsWorking=0;
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unsigned threadId = 0;
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(void) threadId;
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int i;
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for (i=0; i < numThreads; i++)
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{
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int errorCode = RakNet::RakThread::Create(WorkerThread<InputType, OutputType>, this);
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if (errorCode!=0)
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{
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StopThreads();
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return false;
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}
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}
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// Wait for number of threads running to increase to numThreads
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bool done=false;
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while (done==false)
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{
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RakSleep(50);
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numThreadsRunningMutex.Lock();
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if (numThreadsRunning==numThreads)
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done=true;
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numThreadsRunningMutex.Unlock();
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}
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return true;
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::StopThreads(void)
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{
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runThreadsMutex.Lock();
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if (runThreads==false)
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{
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runThreadsMutex.Unlock();
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return;
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}
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runThreads=false;
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runThreadsMutex.Unlock();
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#ifdef _WIN32
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// Quit event
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SetEvent(quitAndIncomingDataEvents[0]);
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#endif
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// Wait for number of threads running to decrease to 0
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bool done=false;
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while (done==false)
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{
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RakSleep(50);
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numThreadsRunningMutex.Lock();
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if (numThreadsRunning==0)
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done=true;
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numThreadsRunningMutex.Unlock();
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}
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#ifdef _WIN32
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CloseHandle(quitAndIncomingDataEvents[0]);
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CloseHandle(quitAndIncomingDataEvents[1]);
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#endif
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::AddInput(OutputType (*workerThreadCallback)(InputType, bool *returnOutput, void* perThreadData), InputType inputData)
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{
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inputQueueMutex.Lock();
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inputQueue.Push(inputData);
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inputFunctionQueue.Push(workerThreadCallback);
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inputQueueMutex.Unlock();
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#ifdef _WIN32
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// Input data event
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SetEvent(quitAndIncomingDataEvents[1]);
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#endif
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::HasOutputFast(void)
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{
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return outputQueue.IsEmpty()==false;
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::HasOutput(void)
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{
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bool res;
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outputQueueMutex.Lock();
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res=outputQueue.IsEmpty()==false;
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outputQueueMutex.Unlock();
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return res;
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::HasInputFast(void)
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{
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return inputQueue.IsEmpty()==false;
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::HasInput(void)
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{
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bool res;
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inputQueueMutex.Lock();
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res=inputQueue.IsEmpty()==false;
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inputQueueMutex.Unlock();
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return res;
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}
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template <class InputType, class OutputType>
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OutputType ThreadPool<InputType, OutputType>::GetOutput(void)
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{
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// Real output check
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OutputType output;
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outputQueueMutex.Lock();
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output=outputQueue.Pop();
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outputQueueMutex.Unlock();
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return output;
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::Clear(void)
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{
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runThreadsMutex.Lock();
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if (runThreads)
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{
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runThreadsMutex.Unlock();
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inputQueueMutex.Lock();
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inputFunctionQueue.Clear();
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inputQueue.Clear();
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inputQueueMutex.Unlock();
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outputQueueMutex.Lock();
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outputQueue.Clear();
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outputQueueMutex.Unlock();
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}
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else
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{
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inputFunctionQueue.Clear();
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inputQueue.Clear();
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outputQueue.Clear();
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}
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::LockInput(void)
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{
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inputQueueMutex.Lock();
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::UnlockInput(void)
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{
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inputQueueMutex.Unlock();
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}
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template <class InputType, class OutputType>
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unsigned ThreadPool<InputType, OutputType>::InputSize(void)
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{
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return inputQueue.Size();
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}
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template <class InputType, class OutputType>
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InputType ThreadPool<InputType, OutputType>::GetInputAtIndex(unsigned index)
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{
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return inputQueue[index];
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::RemoveInputAtIndex(unsigned index)
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{
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inputQueue.RemoveAtIndex(index);
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inputFunctionQueue.RemoveAtIndex(index);
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::LockOutput(void)
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{
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outputQueueMutex.Lock();
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::UnlockOutput(void)
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{
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outputQueueMutex.Unlock();
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}
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template <class InputType, class OutputType>
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unsigned ThreadPool<InputType, OutputType>::OutputSize(void)
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{
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return outputQueue.Size();
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}
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template <class InputType, class OutputType>
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OutputType ThreadPool<InputType, OutputType>::GetOutputAtIndex(unsigned index)
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{
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return outputQueue[index];
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::RemoveOutputAtIndex(unsigned index)
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{
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outputQueue.RemoveAtIndex(index);
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::ClearInput(void)
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{
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inputQueue.Clear();
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inputFunctionQueue.Clear();
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}
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template <class InputType, class OutputType>
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void ThreadPool<InputType, OutputType>::ClearOutput(void)
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{
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outputQueue.Clear();
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::IsWorking(void)
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{
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bool isWorking;
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// workingThreadCountMutex.Lock();
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// isWorking=numThreadsWorking!=0;
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// workingThreadCountMutex.Unlock();
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// if (isWorking)
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// return true;
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// Bug fix: Originally the order of these two was reversed.
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// It's possible with the thread timing that working could have been false, then it picks up the data in the other thread, then it checks
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// here and sees there is no data. So it thinks the thread is not working when it was.
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if (HasOutputFast() && HasOutput())
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return true;
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if (HasInputFast() && HasInput())
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return true;
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// Need to check is working again, in case the thread was between the first and second checks
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workingThreadCountMutex.Lock();
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isWorking=numThreadsWorking!=0;
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workingThreadCountMutex.Unlock();
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return isWorking;
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}
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template <class InputType, class OutputType>
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int ThreadPool<InputType, OutputType>::NumThreadsWorking(void)
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{
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return numThreadsWorking;
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}
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template <class InputType, class OutputType>
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bool ThreadPool<InputType, OutputType>::WasStopped(void)
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{
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bool b;
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runThreadsMutex.Lock();
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b = runThreads;
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runThreadsMutex.Unlock();
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return b;
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}
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#ifdef _MSC_VER
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#pragma warning( pop )
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#endif
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#endif
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