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CnC_Renegade/Code/wwlib/thread.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef THREAD_H
#define THREAD_H
#if defined(_MSC_VER)
#pragma once
#endif
#ifdef _UNIX
#include "osdep.h"
#endif
#include "always.h"
#include "vector.h"
struct _EXCEPTION_POINTERS;
// ****************************************************************************
//
// To create a new thread just derive a new class from this and define
// Thread_Function. Creating the TheadClass object doesn't start the
// thread. To start the thread you must call Execute().
//
// In your own thread remember to check for "running" flag of the base class.
// If the flag is false you must exit the asap. Stop() is the function that
// will clear the flag and expect you to exit from the thread. If you are
// not exiting in certain time (defined as a parameter to Stop()) it will
// force-kill the thread to prevent the program from halting.
//
// ****************************************************************************
class ThreadClass
{
public:
typedef int (*ExceptionHandlerType)(int exception_code, struct _EXCEPTION_POINTERS *e_info);
ThreadClass(const char *name = NULL, ExceptionHandlerType exception_handler = NULL);
virtual ~ThreadClass();
// Execute Thread_Function(). Note that only one instance can be executed at a time.
void Execute();
// Thread priority 0 is normal, positive numbers are higher and normal and negative are lower.
void Set_Priority(int priority);
// Stop thread execution. Kill after ms milliseconds if not responding.
void Stop(unsigned ms=3000);
// Put current thread sleep for ms milliseconds (can be called from any thread, ThreadClass or other)
static void Sleep_Ms(unsigned ms=0);
// Put current thread in sleep and switch to next one (Useful for balansing the thread switches with game update)
static void Switch_Thread();
// Return calling thread's unique thread id
static unsigned _Get_Current_Thread_ID();
// Returns true if the thread is running.
bool Is_Running();
// Gets the name of the thread.
const char *Get_Name(void) {return(ThreadName);};
// Get info about a registered thread by it's index.
static int Get_Thread_By_Index(int index, char *name_ptr = NULL);
protected:
// User defined thread function. The thread function should check for "running" flag every now and then
// and exit the thread if running is false.
virtual void Thread_Function() = 0;
volatile bool running;
// Name of thread.
char ThreadName[64];
// ID of thread.
unsigned ThreadID;
// Exception handler for this thread.
ExceptionHandlerType ExceptionHandler;
private:
static void __cdecl Internal_Thread_Function(void*);
volatile unsigned long handle;
int thread_priority;
};
#endif