133 lines
3.0 KiB
C++
133 lines
3.0 KiB
C++
/***
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Copyright (C) 2021 J Reece Wilson (a/k/a "Reece"). All rights reserved.
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File: AuGroupState.cpp
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Date: 2021-11-1
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Author: Reece
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***/
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#include <Source/RuntimeInternal.hpp>
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#include "Async.hpp"
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#include "AuGroupState.hpp"
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#include <Source/IO/Loop/LSAsync.hpp>
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namespace Aurora::Async
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{
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bool GroupState::Init()
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{
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return true;
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}
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AuSPtr<ThreadState> GroupState::GetThreadByIndex(ThreadId_t uIndex)
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{
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{
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AU_LOCK_GUARD(this->deinitMutex);
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if (AuArraySize(this->wpWorkers) > uIndex)
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{
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if (auto pState = AuTryLockMemoryType(this->wpWorkers[uIndex]))
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{
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return pState;
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}
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}
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}
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AU_LOCK_GUARD(this->workersMutex);
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auto itr = this->workers.find(uIndex);
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if (itr == this->workers.end())
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{
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return {};
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}
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return itr->second;
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}
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void GroupState::Decommit(ThreadId_t id)
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{
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{
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AU_LOCK_GUARD(this->deinitMutex);
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if (AuArraySize(this->wpWorkers) > id)
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{
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this->wpWorkers[id] = {};
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}
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}
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AU_LOCK_GUARD(this->workersMutex);
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for (auto itr = this->workers.begin();
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itr != this->workers.end();
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)
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{
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auto &[id2, pWorker] = *itr;
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if (id == id2)
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{
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itr = this->workers.erase(itr);
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}
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else
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{
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itr++;
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}
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}
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}
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void GroupState::SignalAll()
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{
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AU_LOCK_GUARD(this->workersMutex);
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for (const auto &[id, pWorker] : this->workers)
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{
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if (!pWorker)
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{
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continue;
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}
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pWorker->sync.SetEvent();
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}
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}
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bool GroupState::AddWorker(ThreadId_t id, AuSPtr<ThreadState> pState)
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{
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AU_LOCK_GUARD(this->workersMutex);
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if (AuArraySize(this->wpWorkers) > id)
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{
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this->wpWorkers[id] = pState;
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}
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if (!AuTryInsert(this->workers, AuMakePair(id, pState)))
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{
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this->wpWorkers[id] = {};
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return {};
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}
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return true;
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}
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AuSPtr<ThreadState> GroupState::CreateWorker(WorkerId_t workerId, bool bCreate)
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{
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if (auto pThreadState = AuMakeShared<ThreadState>())
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{
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pThreadState->thread.bOwnsThread = !bCreate;
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pThreadState->thread.id = workerId;
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pThreadState->parent = this->SharedFromThis();
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if (!pThreadState->Init())
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{
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SysPushErrorNested();
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return {};
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}
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if (!this->AddWorker(workerId.second, pThreadState))
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{
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SysPushErrorNested();
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return {};
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}
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return pThreadState;
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}
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else
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{
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SysPushErrorMemory();
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return {};
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}
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}
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} |