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107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
// Copyright 2020 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef PLATFORM_IMPL_WINDOWS_THREAD_POOL_H_
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#define PLATFORM_IMPL_WINDOWS_THREAD_POOL_H_
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#include <windows.h>
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#include <functional>
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#include <list>
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#include <map>
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#include <stdexcept>
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#include "internal/platform/implementation/windows/runner.h"
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namespace location {
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namespace nearby {
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namespace windows {
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// This is the number of threads that will be started initially if the pool
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// size is greater than 4, or if the pool size is greater than the number
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// of cores present, including virtual cores
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#define STARTUP_THREAD_COUNT 4
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class ThreadPoolException : public std::runtime_error {
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public:
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ThreadPoolException() : std::runtime_error("") {}
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ThreadPoolException(const std::string& message)
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: std::runtime_error(message), message_(message) {}
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virtual const char* what() const throw() {
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return message_.c_str();
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}
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private:
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const std::string message_;
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};
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// all functions passed in by clients will be initially stored in this list.
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typedef std::list<std::unique_ptr<Runner>> FunctionList;
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// info about threads in the pool will be saved using this struct.
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typedef struct tagThreadData {
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bool free;
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HANDLE wait_handle;
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HANDLE thread_handle;
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DWORD thread_id;
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} ThreadData;
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// info about all threads belonging to this pool will be stored in this map
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typedef std::map<DWORD, std::unique_ptr<ThreadData>>
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ThreadMap;
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enum class State {
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Ready, // has been created
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Destroying, // in the process of getting destroyed, no request is processed /
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// accepted
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Destroyed // Destroyed, no threads are available, request can still be queued
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};
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class ThreadPool {
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public:
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ThreadPool(int nPoolSize, bool bCreateNow);
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virtual ~ThreadPool();
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bool Create(); // creates the thread pool
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void Destroy(); // destroy the thread pool
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int GetPoolSize();
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void SetPoolSize(int);
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bool Run(std::unique_ptr<Runner> runObject);
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bool CheckThreadStop();
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int GetWorkingThreadCount();
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State GetState();
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private:
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static DWORD WINAPI _ThreadProc(LPVOID);
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std::unique_ptr<FunctionList> function_list_;
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std::unique_ptr<ThreadMap> thread_map_;
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HANDLE* thread_handles_ = nullptr;
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int pool_size_;
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int wait_for_threads_to_die_ms_; // In milli-seconds
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std::string pool_name_; // To assist in logging and debug
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HANDLE notify_shutdown_; // notifies threads that a new function
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// is added
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volatile State pool_state_;
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static __declspec(
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align(8)) volatile long instance_; // NOLINT Windows function takes
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// volatile long
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CRITICAL_SECTION critical_section_;
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bool GetThreadProc(DWORD dwThreadId, std::unique_ptr<Runner>&& runner);
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void FinishNotify(DWORD dwThreadId);
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void BusyNotify(DWORD dwThreadId);
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void ReleaseMemory();
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HANDLE GetWaitHandle(DWORD dwThreadId);
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HANDLE GetShutdownHandle();
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void AddRunner(std::unique_ptr<Runner> runner);
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DWORD CreateThreadPoolThread(HANDLE* handles);
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};
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} // namespace windows
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} // namespace nearby
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} // namespace location
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#endif // PLATFORM_IMPL_WINDOWS_THREAD_POOL_H_
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