Merge pull request #494 from worktycho/threadsafequeue
refactored the chunk queue into a seperate classmaster
commit
4d7f213998
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@ -19,6 +19,7 @@ cloc.xsl
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## emacs
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*.*~
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*~
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*.orig
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# world inside source
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ChunkWorx.ini
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@ -35,6 +35,9 @@ CMAKE_COMMAND = /usr/bin/cmake
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# The command to remove a file.
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RM = /usr/bin/cmake -E remove -f
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# Escaping for special characters.
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EQUALS = =
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# The top-level source directory on which CMake was run.
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CMAKE_SOURCE_DIR = /home/tycho/MCServer
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@ -1,31 +1,151 @@
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// Queue.h
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// Implements the cQueue class representing a thread safe queue
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#pragma once
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/*
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Items can be added multiple times to a queue, there are two functions for
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adding, EnqueueItem() and EnqueueItemIfNotPresent(). The first one always
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enqueues the specified item, the second one checks if the item is already
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present and only queues it if it isn't.
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Usage:
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To create a queue of type T, instantiate a cQueue<T> object. You can also
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modify the behavior of the queue when deleting items and when adding items
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that are already in the queue by providing a second parameter, a class that
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implements the functions Delete() and Combine(). An example is given in
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cQueueFuncs and is used as the default behavior.
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*/
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// this empty struct allows for the callback functions to be inlined
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template<class T>
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class cDeleter
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struct cQueueFuncs
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{
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public:
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// Called when an Item is deleted form the queue without being returned
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static void Delete(T) {};
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// Called when an Item is inserted with EnqueueItemIfNotPresent and
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// there is another equal value already inserted
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static void Combine(T& a_existing, const T& a_new) {};
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};
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template<class T, class D = cDeleter<T>>
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template<class ItemType, class Funcs = cQueueFuncs<ItemType> >
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class cQueue
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{
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// internal typedef for a List of Items
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typedef typename std::list<ItemType> ListType;
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// magic typedef to persuade clang that the iterator is a type
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typedef typename ListType::iterator iterator;
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public:
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cQueue(int warnsize);
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cQueue(cQueue<T>& queue);
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~cQueue();
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cQueue() {}
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~cQueue() {}
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// Enqueues an item to the queue, may block if other threads are accessing
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// the queue.
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void EnqueueItem(ItemType a_item)
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{
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cCSLock Lock(m_CS);
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m_contents.push_back(a_item);
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m_evtAdded.Set();
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}
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// Enqueues an item to the queue if not already present as determined with
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// operator ==. Will block other threads from accessing the queue.
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void EnqueueItemIfNotPresent(ItemType a_item)
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{
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cCSLock Lock(m_CS);
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for (iterator itr = m_contents.begin(); itr != m_contents.end(); ++itr)
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{
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if((*itr) == a_item) {
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Funcs funcTable;
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funcTable.Combine(*itr,a_item);
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return;
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}
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}
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m_contents.push_back(a_item);
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m_evtAdded.Set();
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}
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// Dequeues an Item from the queue if any are present. Returns true if
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// successful. Value of item is undefined if Dequeuing was unsuccessful.
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bool TryDequeueItem(ItemType& item)
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{
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cCSLock Lock(m_CS);
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if (m_contents.size() == 0)
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{
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return false;
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}
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item = m_contents.front();
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m_contents.pop_front();
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m_evtRemoved.Set();
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return true;
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}
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// Dequeues an Item from the Queue, blocking until an Item is Available.
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ItemType DequeueItem()
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{
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cCSLock Lock(m_CS);
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while (m_contents.size() == 0)
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{
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cCSUnlock Unlock(m_CS);
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m_evtAdded.Wait();
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}
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ItemType item = m_contents.front();
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m_contents.pop_front();
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m_evtRemoved.Set();
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return item;
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}
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// Blocks Until the queue is Empty, Has a slight race condition which may
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// cause it to miss the queue being empty.
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void BlockTillEmpty() {
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// There is a very slight race condition here if the load completes between the check
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// and the wait.
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while(!(Size() == 0)){m_evtRemoved.Wait();}
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}
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// Removes all Items from the Queue, calling Delete on each of them.
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// can all be inlined when delete is a noop
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void Clear()
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{
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cCSLock Lock(m_CS);
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Funcs funcTable;
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while (!m_contents.empty())
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{
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funcTable.Delete(m_contents.front());
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m_contents.pop_front();
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}
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}
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// Returns the Size at time of being called
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// Do not use to detirmine weather to call DequeueItem, use TryDequeue instead
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size_t Size()
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{
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cCSLock Lock(m_CS);
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return m_contents.size();
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}
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// Removes an Item from the queue
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bool Remove(ItemType a_item)
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{
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cCSLock Lock(m_CS);
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for (iterator itr = m_contents.begin(); itr != m_contents.end(); ++itr)
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{
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if((*itr) == a_item) {
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m_contents.erase(itr);
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m_evtRemoved.Set();
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return true;
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}
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}
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return false;
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}
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void EnqueueItem(T item);
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bool TryDequeueItem(T& item);
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T DequeueItem();
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void BlockTillEmpty(cEvent CancelationEvent);
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void Clear();
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int Size();
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private:
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int warnsize;
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std::list<T> contents;
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ListType m_contents;
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cCriticalSection m_CS;
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cEvent m_evtAdded;
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cEvent m_evtRemoved;
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};
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//template classes must be implemented in the header
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#include "Queue.inc"
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@ -367,10 +367,13 @@ void cWorld::InitializeSpawn(void)
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cWorldLoadProgress Progress(this);
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// Wait for the loader to finish loading
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m_Storage.WaitForQueuesEmpty();
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m_Storage.WaitForLoadQueueEmpty();
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// Wait for the generator to finish generating
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m_Generator.WaitForQueueEmpty();
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// Wait for the loader to finish saving
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m_Storage.WaitForSaveQueueEmpty();
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Progress.Stop();
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}
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@ -9,3 +9,5 @@ file(GLOB SOURCE
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)
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add_library(WorldStorage ${SOURCE})
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target_link_libraries(WorldStorage OSSupport)
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@ -17,7 +17,6 @@
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/// If a chunk with this Y coord is de-queued, it is a signal to emit the saved-all message (cWorldStorage::QueueSavedMessage())
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#define CHUNK_Y_MESSAGE 2
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@ -63,8 +62,6 @@ cWorldStorage::~cWorldStorage()
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{
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delete *itr;
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} // for itr - m_Schemas[]
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m_LoadQueue.clear();
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m_SaveQueue.clear();
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}
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@ -98,18 +95,15 @@ void cWorldStorage::WaitForFinish(void)
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LOG("Waiting for the world storage to finish saving");
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{
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// Cancel all loading requests:
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cCSLock Lock(m_CSQueues);
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m_LoadQueue.clear();
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m_LoadQueue.Clear();
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}
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// Wait for the saving to finish:
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WaitForQueuesEmpty();
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WaitForSaveQueueEmpty();
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// Wait for the thread to finish:
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m_ShouldTerminate = true;
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m_Event.Set();
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m_evtRemoved.Set(); // Wake up anybody waiting in the WaitForQueuesEmpty() method
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m_Event.Set(); // Wake up the thread if waiting
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super::Wait();
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LOG("World storage thread finished");
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}
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@ -118,34 +112,30 @@ void cWorldStorage::WaitForFinish(void)
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void cWorldStorage::WaitForQueuesEmpty(void)
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void cWorldStorage::WaitForLoadQueueEmpty(void)
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{
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cCSLock Lock(m_CSQueues);
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while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
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{
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cCSUnlock Unlock(Lock);
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m_evtRemoved.Wait();
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}
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m_LoadQueue.BlockTillEmpty();
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}
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void cWorldStorage::WaitForSaveQueueEmpty(void)
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{
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m_SaveQueue.BlockTillEmpty();
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}
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size_t cWorldStorage::GetLoadQueueLength(void)
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{
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return m_LoadQueue.Size();
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}
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int cWorldStorage::GetLoadQueueLength(void)
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size_t cWorldStorage::GetSaveQueueLength(void)
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{
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cCSLock Lock(m_CSQueues);
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return (int)m_LoadQueue.size();
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}
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int cWorldStorage::GetSaveQueueLength(void)
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{
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cCSLock Lock(m_CSQueues);
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return (int)m_SaveQueue.size();
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return m_SaveQueue.Size();
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}
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@ -154,22 +144,8 @@ int cWorldStorage::GetSaveQueueLength(void)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
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{
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// Queues the chunk for loading; if not loaded, the chunk will be generated
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{
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cCSLock Lock(m_CSQueues);
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// Check if already in the queue:
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for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
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{
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return;
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}
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}
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m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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}
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m_Event.Set();
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m_LoadQueue.EnqueueItemIfNotPresent(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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}
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@ -178,12 +154,8 @@ void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, boo
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Event.Set();
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m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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@ -192,12 +164,8 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::QueueSavedMessage(void)
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{
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// Pushes a special coord pair into the queue, signalizing a message instead:
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.push_back(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
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}
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m_Event.Set();
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// Pushes a special coord pair into the queue, signalizing a message instead
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m_SaveQueue.EnqueueItem(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
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}
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@ -206,18 +174,7 @@ void cWorldStorage::QueueSavedMessage(void)
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void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSQueues);
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for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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{
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if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
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{
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continue;
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}
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m_LoadQueue.erase(itr);
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Lock.Unlock();
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m_evtRemoved.Set();
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return;
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} // for itr - m_LoadQueue[]
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m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ,true));
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}
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@ -226,11 +183,7 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove(a_Chunk);
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}
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m_evtRemoved.Set();
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m_SaveQueue.Remove(a_Chunk);
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}
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@ -279,21 +232,19 @@ void cWorldStorage::Execute(void)
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while (!m_ShouldTerminate)
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{
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m_Event.Wait();
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// Process both queues until they are empty again:
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bool HasMore;
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bool Success;
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do
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{
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HasMore = false;
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Success = false;
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if (m_ShouldTerminate)
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{
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return;
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}
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HasMore = LoadOneChunk();
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HasMore = HasMore | SaveOneChunk();
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m_evtRemoved.Set();
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} while (HasMore);
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Success = LoadOneChunk();
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Success |= SaveOneChunk();
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} while (Success);
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}
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}
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@ -304,19 +255,7 @@ void cWorldStorage::Execute(void)
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bool cWorldStorage::LoadOneChunk(void)
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{
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sChunkLoad ToLoad(0, 0, 0, false);
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bool HasMore;
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bool ShouldLoad = false;
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{
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cCSLock Lock(m_CSQueues);
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if (!m_LoadQueue.empty())
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{
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ToLoad = m_LoadQueue.front();
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m_LoadQueue.pop_front();
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ShouldLoad = true;
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}
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HasMore = !m_LoadQueue.empty();
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}
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bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
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if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
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{
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if (ToLoad.m_Generate)
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|
@ -330,7 +269,7 @@ bool cWorldStorage::LoadOneChunk(void)
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// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
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}
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}
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return HasMore;
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return ShouldLoad;
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}
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@ -339,33 +278,24 @@ bool cWorldStorage::LoadOneChunk(void)
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bool cWorldStorage::SaveOneChunk(void)
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{
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cChunkCoords Save(0, 0, 0);
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bool HasMore;
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bool ShouldSave = false;
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{
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cCSLock Lock(m_CSQueues);
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if (!m_SaveQueue.empty())
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cChunkCoords ToSave(0, 0, 0);
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bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
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if(ShouldSave) {
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if (ToSave.m_ChunkY == CHUNK_Y_MESSAGE)
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{
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Save = m_SaveQueue.front();
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m_SaveQueue.pop_front();
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ShouldSave = true;
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LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
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return ShouldSave;
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}
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HasMore = !m_SaveQueue.empty();
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}
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if (Save.m_ChunkY == CHUNK_Y_MESSAGE)
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{
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LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
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return HasMore;
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}
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if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkZ))
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{
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m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(Save))
|
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if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
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{
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m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkZ);
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m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
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if (m_SaveSchema->SaveChunk(ToSave))
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{
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m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
|
||||
}
|
||||
}
|
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}
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return HasMore;
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return ShouldSave;
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||||
}
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||||
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
|
||||
#include "../ChunkDef.h"
|
||||
#include "../OSSupport/IsThread.h"
|
||||
#include "../OSSupport/Queue.h"
|
||||
|
||||
|
||||
|
||||
|
@ -24,6 +25,8 @@
|
|||
// fwd:
|
||||
class cWorld;
|
||||
|
||||
typedef cQueue<cChunkCoords> cChunkCoordsQueue;
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -76,10 +79,11 @@ public:
|
|||
bool Start(cWorld * a_World, const AString & a_StorageSchemaName); // Hide the cIsThread's Start() method, we need to provide args
|
||||
void Stop(void); // Hide the cIsThread's Stop() method, we need to signal the event
|
||||
void WaitForFinish(void);
|
||||
void WaitForQueuesEmpty(void);
|
||||
void WaitForLoadQueueEmpty(void);
|
||||
void WaitForSaveQueueEmpty(void);
|
||||
|
||||
int GetLoadQueueLength(void);
|
||||
int GetSaveQueueLength(void);
|
||||
size_t GetLoadQueueLength(void);
|
||||
size_t GetSaveQueueLength(void);
|
||||
|
||||
protected:
|
||||
|
||||
|
@ -91,20 +95,30 @@ protected:
|
|||
bool m_Generate; // If true, the chunk will be generated if it cannot be loaded
|
||||
|
||||
sChunkLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate) : m_ChunkX(a_ChunkX), m_ChunkY(a_ChunkY), m_ChunkZ(a_ChunkZ), m_Generate(a_Generate) {}
|
||||
|
||||
bool operator==(const sChunkLoad other) const
|
||||
{
|
||||
return this->m_ChunkX == other.m_ChunkX &&
|
||||
this->m_ChunkY == other.m_ChunkY &&
|
||||
this->m_ChunkZ == other.m_ChunkZ;
|
||||
}
|
||||
} ;
|
||||
|
||||
typedef std::list<sChunkLoad> sChunkLoadQueue;
|
||||
|
||||
struct FuncTable {
|
||||
static void Delete(sChunkLoad) {};
|
||||
static void Combine(sChunkLoad& a_orig, const sChunkLoad a_new)
|
||||
{
|
||||
a_orig.m_Generate |= a_new.m_Generate;
|
||||
};
|
||||
};
|
||||
|
||||
typedef cQueue<sChunkLoad,FuncTable> sChunkLoadQueue;
|
||||
|
||||
cWorld * m_World;
|
||||
AString m_StorageSchemaName;
|
||||
|
||||
// Both queues are locked by the same CS
|
||||
cCriticalSection m_CSQueues;
|
||||
|
||||
sChunkLoadQueue m_LoadQueue;
|
||||
cChunkCoordsList m_SaveQueue;
|
||||
|
||||
cEvent m_Event; // Set when there's any addition to the queues
|
||||
cEvent m_evtRemoved; // Set when an item has been removed from the queue, either by the worker thread or the Unqueue methods
|
||||
cChunkCoordsQueue m_SaveQueue;
|
||||
|
||||
/// All the storage schemas (all used for loading)
|
||||
cWSSchemaList m_Schemas;
|
||||
|
@ -116,6 +130,8 @@ protected:
|
|||
|
||||
virtual void Execute(void) override;
|
||||
|
||||
cEvent m_Event; // Set when there's any addition to the queues
|
||||
|
||||
/// Loads one chunk from the queue (if any queued); returns true if there are more chunks in the load queue
|
||||
bool LoadOneChunk(void);
|
||||
|
||||
|
|
Loading…
Reference in New Issue