godot_voxel/server/voxel_thread_pool.h

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#ifndef VOXEL_THREAD_POOL_H
#define VOXEL_THREAD_POOL_H
#include "../storage/voxel_buffer.h"
#include "../util/array_slice.h"
#include "../util/fixed_array.h"
#include <core/os/mutex.h>
#include <queue>
class Mutex;
class Thread;
class Semaphore;
struct VoxelTaskContext {
uint8_t thread_index;
};
class IVoxelTask {
public:
virtual ~IVoxelTask() {}
virtual void run(VoxelTaskContext ctx) = 0;
// Lower values means higher priority
virtual int get_priority() { return 0; }
virtual bool is_cancelled() { return false; }
};
// Generic thread pool that performs batches of tasks based on priority
class VoxelThreadPool {
public:
static const uint32_t MAX_THREADS = 8;
enum State {
STATE_RUNNING = 0,
STATE_PICKING,
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STATE_WAITING,
STATE_STOPPED
};
VoxelThreadPool();
~VoxelThreadPool();
// TODO Add ability to change it while running without skipping tasks
// Can't be changed after tasks have been queued
void set_thread_count(uint32_t count);
uint32_t get_thread_count() const { return _thread_count; }
// TODO Add ability to change it while running
// Can't be changed after tasks have been queued
void set_batch_count(uint32_t count);
// TODO Add ability to change it while running
// Can't be changed after tasks have been queued
void set_priority_update_period(uint32_t milliseconds);
// Schedules a task.
// Ownership is NOT passed to the pool, so make sure you get them back when completed if you want to delete them.
void enqueue(IVoxelTask *task);
void enqueue(ArraySlice<IVoxelTask *> tasks);
template <typename F>
void dequeue_completed_tasks(F f) {
MutexLock lock(_completed_tasks_mutex);
for (size_t i = 0; i < _completed_tasks.size(); ++i) {
IVoxelTask *task = _completed_tasks[i];
f(task);
}
_completed_tasks.clear();
}
// Blocks and wait for all tasks to finish (assuming no more are getting added!)
void wait_for_all_tasks();
State get_thread_debug_state(uint32_t i) const;
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unsigned int get_debug_remaining_tasks() const;
private:
struct TaskItem {
IVoxelTask *task = nullptr;
int cached_priority = 99999;
uint32_t last_priority_update_time = 0;
};
struct ThreadData {
Thread *thread = nullptr;
VoxelThreadPool *pool = nullptr;
uint32_t index = 0;
bool stop = false;
bool waiting = false;
State debug_state = STATE_STOPPED;
};
static void thread_func_static(void *p_data);
void thread_func(ThreadData &data);
void create_thread(ThreadData &d, uint32_t i);
void destroy_all_threads();
FixedArray<ThreadData, MAX_THREADS> _threads;
uint32_t _thread_count = 0;
std::vector<TaskItem> _tasks;
Mutex *_tasks_mutex = nullptr; // TODO Optimize this with a less naive design?
Semaphore *_tasks_semaphore = nullptr;
std::vector<IVoxelTask *> _completed_tasks;
Mutex *_completed_tasks_mutex = nullptr;
uint32_t _batch_count = 1;
uint32_t _priority_update_period = 32;
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unsigned int _debug_received_tasks = 0;
unsigned int _debug_completed_tasks = 0;
};
#endif // VOXEL_THREAD_TASK_MANAGER_H