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164 lines
3.7 KiB
C++
164 lines
3.7 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_TASK_MANAGER_H
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#define NL_TASK_MANAGER_H
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#include "types_nl.h"
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#include "vector.h"
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#include <list>
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#include <vector>
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#include "mutex.h"
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#include "thread.h"
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namespace NLMISC {
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/**
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* A class derived from IRunnable to get a position
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*/
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class IRunnablePos : public NLMISC::IRunnable
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{
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public:
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NLMISC::CVector Position;
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};
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/**
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* CTaskManager is a class that manage a list of Task with one Thread
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* \author Alain Saffray
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* \author Nevrax France
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* \date 2000
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*/
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class CTaskManager : public IRunnable
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{
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public:
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/// Constructor
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CTaskManager();
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/// Destructor
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~CTaskManager();
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/// Manage TaskQueue
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void run(void);
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/// Add a task to TaskManager and its priority
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void addTask(IRunnable *, float priority=0);
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/// Delete a task, only if task is not running, return true if found and deleted
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bool deleteTask(IRunnable *r);
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/// Sleep a Task
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void sleepTask(void) { nlSleep(10); }
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/// Task list size
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uint taskListSize(void);
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/// return false if exit() is required. task added with addTask() should test this flag.
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bool isThreadRunning() const {return _ThreadRunning;}
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/// Dump task list
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void dump (std::vector<std::string> &result);
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/// Clear the dump of Done files
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void clearDump();
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/// Get number of waiting task
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uint getNumWaitingTasks();
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/// Is there a current task ?
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bool isTaskRunning() const {return _IsTaskRunning;}
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/// A callback to modify the task priority
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class IChangeTaskPriority
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{
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public:
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virtual ~IChangeTaskPriority() {}
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virtual float getTaskPriority(const IRunnable &runable) = 0;
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};
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/// Register task priority callback
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void registerTaskPriorityCallback (IChangeTaskPriority *callback);
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private:
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/// Register task priority callback
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void changeTaskPriority ();
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/// The callback
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IChangeTaskPriority *_ChangePriorityCallback;
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protected:
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/** If any, wait the current running task to complete
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* this function MUST be called in a 'accessor to the _TaskQueue' statement because a mutex is required
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* eg:
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* \code
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* {
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* CSynchronized<list<IRunnable *> >::CAccessor acces(&_TaskQueue);
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* waitCurrentTaskToComplete();
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* }
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* \endcode
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*/
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void waitCurrentTaskToComplete ();
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protected:
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// A task in the waiting queue with its parameters
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class CWaitingTask
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{
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public:
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CWaitingTask (IRunnable *task, float priority)
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{
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Task = task;
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Priority = priority;
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}
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IRunnable *Task;
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float Priority;
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// For the sort
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bool operator< (const CWaitingTask &other) const
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{
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return Priority < other.Priority;
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}
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};
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/// queue of tasks, using list container instead of queue for DeleteTask methode
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CSynchronized<std::string> _RunningTask;
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CSynchronized<std::list<CWaitingTask> > _TaskQueue;
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CSynchronized<std::deque<std::string> > _DoneTaskQueue;
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/// thread pointer
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IThread *_Thread;
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/// flag indicate thread loop, if false cause thread exit
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volatile bool _ThreadRunning;
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private:
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volatile bool _IsTaskRunning;
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};
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} // NLMISC
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#endif // NL_TASK_MANAGER_H
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/* End of task_manager.h */
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