116 lines
4.8 KiB
C++
116 lines
4.8 KiB
C++
/***
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Copyright (C) 2021 J Reece Wilson (a/k/a "Reece"). All rights reserved.
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File: IThreadPool.hpp
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Date: 2021-11-1
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Author: Reece
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***/
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#pragma once
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namespace Aurora::IO::Loop
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{
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struct ILoopQueue;
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struct ILoopSource;
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}
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namespace Aurora::Async
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{
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AUE_DEFINE(ERunMode,
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(
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eLowLatencyYield, // uses high perf cond var + yield + trylock
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eLowLatencyFreqKernel, // uses high perf cond var + timeout(freqency)
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eEfficient // delegates sleep to the kernel once kernel objects are scheduled
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));
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struct RunMode
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{
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ERunMode mode;
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AuUInt16 freqMsTick;
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};
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struct IThreadPool
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{
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// Spawning
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virtual bool Spawn(WorkerId_t workerId) = 0;
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// Event runner threads release the thread pool upon encountering a zero work condition,
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// allowing for a clean exit out of event driven apps, without the headache of carefully
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// chaining together exit callbacks.
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//
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// Applications that aren't designed around an event driven model should set/keep running
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// mode to false to keep-alive the runners during work exhaustion
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//
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// tl'dr: runner = true, async app; runner = false, thread pool
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virtual void SetRunningMode(bool bRunnerMode) = 0;
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// Converts the current thread into an async thread
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// Use with RunOnce, Poll
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virtual bool Create(WorkerId_t workerId) = 0;
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//virtual bool CreateAndRun(WorkerId_t workerId) = 0;
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// @returns any threads with runner = true
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virtual bool InRunnerMode() = 0;
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// Manual execution for ::Create() users and those wishing to nest ticks
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virtual bool Poll() = 0;
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virtual bool RunOnce() = 0;
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virtual bool Run() = 0;
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//
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virtual void Shutdown() = 0;
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virtual bool Exiting() = 0;
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//
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virtual AuSPtr<IWorkItem> NewWorkItem(const WorkerId_t &worker,
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const AuSPtr<IWorkItemHandler> &task,
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bool bSupportsBlocking = false) = 0;
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virtual AuSPtr<IWorkItem> NewFence() = 0;
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//
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virtual Threading::Threads::ThreadShared_t ResolveHandle(WorkerId_t) = 0;
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//
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virtual AuBST<ThreadGroup_t, AuList<ThreadId_t>> GetThreads() = 0;
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//
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virtual WorkerId_t GetCurrentThread() = 0;
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// Synchronization
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// Note: syncing to yourself will nullify requireSignal to prevent deadlock conditions
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virtual bool Sync(WorkerId_t workerId,
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AuUInt32 timeoutMs = 0,
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bool bRequireSignal = false) = 0;
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virtual void Signal(WorkerId_t workerId) = 0;
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virtual AuSPtr<IO::Loop::ILoopSource> WorkerToLoopSource(WorkerId_t id) = 0;
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virtual void SyncAllSafe() = 0;
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// Features
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/**
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* @brief
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* @param id
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* @param feature
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* @param bDontBlockUntilComplete inverse of block until complete.
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default: block until after IThreadFeature::Init
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*/
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virtual void AddFeature(WorkerId_t id,
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AuSPtr<Threading::Threads::IThreadFeature> feature,
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bool bDontBlockUntilComplete = false) = 0;
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// Debug
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virtual void AssertInThreadGroup(ThreadGroup_t group) = 0;
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virtual void AssertWorker(WorkerId_t id) = 0;
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// AuIO overlapped-IO glue
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virtual AuSPtr<IO::Loop::ILoopQueue> ToKernelWorkQueue() = 0;
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virtual AuSPtr<IO::Loop::ILoopQueue> ToKernelWorkQueue(WorkerId_t workerId) = 0;
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virtual void UpdateWorkMode(WorkerId_t workerId, RunMode mode) = 0;
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virtual ERunMode GetCurrentThreadRunMode() = 0;
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virtual ERunMode GetThreadRunMode(WorkerId_t workerId) = 0;
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};
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} |