mirror of
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e5cc47132f
Add a nice doxygen file.
109 lines
1.9 KiB
C++
109 lines
1.9 KiB
C++
#pragma once
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#ifndef _LOADCONTEXT_HPP_
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#define _LOADCONTEXT_HPP_
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#include <queue>
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#include <thread>
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#include <mutex>
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#include <functional>
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#include <fstream>
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class WorkContext;
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class LoadWorker
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{
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WorkContext* _context;
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public:
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bool _running;
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std::thread _thread;
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void start();
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LoadWorker( WorkContext* context )
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: _context( context ), _running(true),
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_thread( std::bind(&LoadWorker::start, this) ) { }
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~LoadWorker( )
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{
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_running = false;
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_thread.join();
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}
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};
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/**
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* @brief Interface for background work
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*/
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class WorkJob
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{
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WorkContext* _context;
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public:
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WorkJob(WorkContext* context)
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: _context(context) {}
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virtual ~WorkJob() {}
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/**
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* @brief getContext
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* @return The loading context for this Loader
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*/
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WorkContext* getContext() const { return _context; }
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virtual void work() = 0;
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virtual void complete() {}
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};
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// TODO: refactor everything to remove this.
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class GameWorld;
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/**
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* @brief A worker queue that runs work in the background.
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*
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* Work is added with queueJob, once it completes the job is added
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* to the _completeQueue to be finalised on the "main" thread.
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*/
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class WorkContext
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{
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std::queue<WorkJob*> _workQueue;
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std::queue<WorkJob*> _completeQueue;
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LoadWorker _worker;
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std::mutex _inMutex;
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std::mutex _outMutex;
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GameWorld* _world;
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public:
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WorkContext(GameWorld* world = nullptr)
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: _worker(this), _world(world) { }
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void queueJob( WorkJob* job )
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{
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std::lock_guard<std::mutex> guard(_inMutex);
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_workQueue.push( job );
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}
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// Called by the worker thread - don't touch;
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void workNext();
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const std::queue<WorkJob*> getWorkQueue() const { return _workQueue; }
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const std::queue<WorkJob*> getCompleteQueue() const { return _completeQueue; }
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bool isEmpty() {
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std::lock_guard<std::mutex> guardIn( _inMutex );
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std::lock_guard<std::mutex> guardOu( _outMutex );
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return (getWorkQueue().size() + getCompleteQueue().size()) == 0;
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}
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GameWorld* getWorld() const { return _world; }
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void update();
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};
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#endif
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