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186 lines
4.1 KiB
C++
186 lines
4.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_THREAD_H
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#define NL_THREAD_H
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#include "types_nl.h"
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#include "common.h"
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namespace NLMISC {
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/**
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* Thread callback interface.
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* When a thread is created, it will call run() in its attached IRunnable interface.
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*
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*\code
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#include "thread.h"
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class HelloLoopThread : public IRunnable
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{
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void run ()
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{
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for(;;) printf("Hello World\n");
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}
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};
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IThread *thread = IThread::create (new HelloLoopThread);
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thread->start ();
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*\endcode
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*
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*
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*
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*
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* \author Vianney Lecroart
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* \author Nevrax France
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* \date 2000
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*/
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class IRunnable
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{
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public:
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// Called when a thread is run.
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virtual void run()=0;
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virtual ~IRunnable()
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{
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}
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// Return the runnable name
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virtual void getName (std::string &result) const
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{
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result = "NoName";
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}
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};
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/// Thread priorities, numbering follows Win32 for now
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enum TThreadPriority
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{
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ThreadPriorityLowest = -2,
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ThreadPriorityLow = -1,
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ThreadPriorityNormal = 0,
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ThreadPriorityHigh = 1,
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ThreadPriorityHighest = 2,
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};
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/**
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* Thread base interface, must be implemented for all OS
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* \author Vianney Lecroart
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* \author Nevrax France
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* \date 2000
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*/
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class IThread
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{
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public:
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/**
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* Create a new thread.
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* Implemented in the derived class.
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*/
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static IThread *create(IRunnable *runnable, uint32 stackSize = 0);
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/**
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* Return a pointer on the current thread.
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* Implemented in the derived class.
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*/
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static IThread *getCurrentThread ();
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virtual ~IThread () { }
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// Starts the thread.
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virtual void start()=0;
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// Check if the thread is still running
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virtual bool isRunning() =0;
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// Terminate the thread (risky method, use only in extreme cases)
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virtual void terminate()=0;
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// In the calling program, wait until the specified thread has exited. After wait() has returned, you can delete the thread object.
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virtual void wait()=0;
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/// Return a pointer to the runnable object
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virtual IRunnable *getRunnable()=0;
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/**
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* Set the CPU mask of this thread. Thread must have been started before.
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* The mask must be a subset of the CPU mask returned by IProcess::getCPUMask() thread process.
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*/
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virtual bool setCPUMask(uint64 cpuMask)=0;
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/**
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* Get the CPU mask of this thread. Thread must have been started before.
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* The mask should be a subset of the CPU mask returned by IProcess::getCPUMask() thread process.
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*/
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virtual uint64 getCPUMask()=0;
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/// Set the thread priority. Thread must have been started before.
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virtual void setPriority(TThreadPriority priority) = 0;
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/**
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* Get the thread user name.
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* Under Linux return thread owner, under windows return the name of the logon user.
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*/
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virtual std::string getUserName()=0;
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};
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/*
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* Thread exception
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*/
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struct EThread : public Exception
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{
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EThread (const char* message) : Exception (message) {}
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};
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/**
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* Process base interface, must be implemented for all OS
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2000
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*/
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class IProcess
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{
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public:
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virtual ~IProcess() {}
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/**
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* Return a pointer on the current process.
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* Implemented in the derived class.
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*/
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static IProcess *getCurrentProcess ();
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/**
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* Return process CPU mask. Each bit stand for a CPU usable by the process threads.
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*/
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virtual uint64 getCPUMask()=0;
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/**
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* Set the process CPU mask. Each bit stand for a CPU usable by the process threads.
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*/
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virtual bool setCPUMask(uint64 mask)=0;
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};
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} // NLMISC
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#endif // NL_THREAD_H
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/* End of thread.h */
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