mirror of https://github.com/encounter/SDL.git
373 lines
10 KiB
C
373 lines
10 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#include "SDL_timer.h"
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#include "SDL_timer_c.h"
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#include "SDL_atomic.h"
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#include "SDL_cpuinfo.h"
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#include "../thread/SDL_systhread.h"
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/* #define DEBUG_TIMERS */
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typedef struct _SDL_Timer
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{
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int timerID;
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SDL_TimerCallback callback;
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void *param;
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Uint32 interval;
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Uint32 scheduled;
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SDL_atomic_t canceled;
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struct _SDL_Timer *next;
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} SDL_Timer;
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typedef struct _SDL_TimerMap
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{
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int timerID;
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SDL_Timer *timer;
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struct _SDL_TimerMap *next;
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} SDL_TimerMap;
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/* The timers are kept in a sorted list */
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typedef struct {
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/* Data used by the main thread */
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SDL_Thread *thread;
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SDL_atomic_t nextID;
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SDL_TimerMap *timermap;
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SDL_mutex *timermap_lock;
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/* Padding to separate cache lines between threads */
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char cache_pad[SDL_CACHELINE_SIZE];
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/* Data used to communicate with the timer thread */
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SDL_SpinLock lock;
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SDL_sem *sem;
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SDL_Timer *pending;
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SDL_Timer *freelist;
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SDL_atomic_t active;
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/* List of timers - this is only touched by the timer thread */
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SDL_Timer *timers;
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} SDL_TimerData;
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static SDL_TimerData SDL_timer_data;
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/* The idea here is that any thread might add a timer, but a single
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* thread manages the active timer queue, sorted by scheduling time.
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*
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* Timers are removed by simply setting a canceled flag
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*/
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static void
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SDL_AddTimerInternal(SDL_TimerData *data, SDL_Timer *timer)
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{
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SDL_Timer *prev, *curr;
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prev = NULL;
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for (curr = data->timers; curr; prev = curr, curr = curr->next) {
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if ((Sint32)(timer->scheduled-curr->scheduled) < 0) {
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break;
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}
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}
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/* Insert the timer here! */
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if (prev) {
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prev->next = timer;
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} else {
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data->timers = timer;
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}
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timer->next = curr;
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}
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static int
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SDL_TimerThread(void *_data)
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{
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SDL_TimerData *data = (SDL_TimerData *)_data;
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SDL_Timer *pending;
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SDL_Timer *current;
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SDL_Timer *freelist_head = NULL;
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SDL_Timer *freelist_tail = NULL;
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Uint32 tick, now, interval, delay;
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/* Threaded timer loop:
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* 1. Queue timers added by other threads
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* 2. Handle any timers that should dispatch this cycle
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* 3. Wait until next dispatch time or new timer arrives
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*/
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for ( ; ; ) {
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/* Pending and freelist maintenance */
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SDL_AtomicLock(&data->lock);
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{
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/* Get any timers ready to be queued */
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pending = data->pending;
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data->pending = NULL;
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/* Make any unused timer structures available */
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if (freelist_head) {
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freelist_tail->next = data->freelist;
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data->freelist = freelist_head;
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}
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}
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SDL_AtomicUnlock(&data->lock);
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/* Sort the pending timers into our list */
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while (pending) {
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current = pending;
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pending = pending->next;
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SDL_AddTimerInternal(data, current);
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}
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freelist_head = NULL;
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freelist_tail = NULL;
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/* Check to see if we're still running, after maintenance */
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if (!SDL_AtomicGet(&data->active)) {
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break;
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}
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/* Initial delay if there are no timers */
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delay = SDL_MUTEX_MAXWAIT;
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tick = SDL_GetTicks();
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/* Process all the pending timers for this tick */
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while (data->timers) {
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current = data->timers;
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if ((Sint32)(tick-current->scheduled) < 0) {
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/* Scheduled for the future, wait a bit */
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delay = (current->scheduled - tick);
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break;
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}
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/* We're going to do something with this timer */
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data->timers = current->next;
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if (SDL_AtomicGet(¤t->canceled)) {
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interval = 0;
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} else {
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interval = current->callback(current->interval, current->param);
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}
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if (interval > 0) {
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/* Reschedule this timer */
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current->scheduled = tick + interval;
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SDL_AddTimerInternal(data, current);
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} else {
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if (!freelist_head) {
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freelist_head = current;
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}
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if (freelist_tail) {
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freelist_tail->next = current;
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}
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freelist_tail = current;
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SDL_AtomicSet(¤t->canceled, 1);
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}
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}
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/* Adjust the delay based on processing time */
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now = SDL_GetTicks();
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interval = (now - tick);
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if (interval > delay) {
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delay = 0;
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} else {
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delay -= interval;
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}
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/* Note that each time a timer is added, this will return
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immediately, but we process the timers added all at once.
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That's okay, it just means we run through the loop a few
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extra times.
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*/
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SDL_SemWaitTimeout(data->sem, delay);
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}
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return 0;
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}
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int
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SDL_TimerInit(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
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if (!SDL_AtomicGet(&data->active)) {
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const char *name = "SDLTimer";
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data->timermap_lock = SDL_CreateMutex();
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if (!data->timermap_lock) {
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return -1;
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}
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data->sem = SDL_CreateSemaphore(0);
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if (!data->sem) {
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SDL_DestroyMutex(data->timermap_lock);
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return -1;
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}
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SDL_AtomicSet(&data->active, 1);
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/* Timer threads use a callback into the app, so we can't set a limited stack size here. */
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data->thread = SDL_CreateThreadInternal(SDL_TimerThread, name, 0, data);
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if (!data->thread) {
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SDL_TimerQuit();
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return -1;
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}
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SDL_AtomicSet(&data->nextID, 1);
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}
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return 0;
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}
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void
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SDL_TimerQuit(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_Timer *timer;
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SDL_TimerMap *entry;
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if (SDL_AtomicCAS(&data->active, 1, 0)) { /* active? Move to inactive. */
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/* Shutdown the timer thread */
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if (data->thread) {
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SDL_SemPost(data->sem);
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SDL_WaitThread(data->thread, NULL);
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data->thread = NULL;
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}
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SDL_DestroySemaphore(data->sem);
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data->sem = NULL;
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/* Clean up the timer entries */
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while (data->timers) {
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timer = data->timers;
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data->timers = timer->next;
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SDL_free(timer);
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}
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while (data->freelist) {
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timer = data->freelist;
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data->freelist = timer->next;
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SDL_free(timer);
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}
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while (data->timermap) {
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entry = data->timermap;
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data->timermap = entry->next;
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SDL_free(entry);
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}
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SDL_DestroyMutex(data->timermap_lock);
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data->timermap_lock = NULL;
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}
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}
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SDL_TimerID
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SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_Timer *timer;
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SDL_TimerMap *entry;
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SDL_AtomicLock(&data->lock);
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if (!SDL_AtomicGet(&data->active)) {
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if (SDL_TimerInit() < 0) {
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SDL_AtomicUnlock(&data->lock);
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return 0;
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}
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}
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timer = data->freelist;
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if (timer) {
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data->freelist = timer->next;
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}
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SDL_AtomicUnlock(&data->lock);
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if (timer) {
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SDL_RemoveTimer(timer->timerID);
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} else {
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timer = (SDL_Timer *)SDL_malloc(sizeof(*timer));
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if (!timer) {
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SDL_OutOfMemory();
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return 0;
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}
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}
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timer->timerID = SDL_AtomicIncRef(&data->nextID);
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timer->callback = callback;
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timer->param = param;
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timer->interval = interval;
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timer->scheduled = SDL_GetTicks() + interval;
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SDL_AtomicSet(&timer->canceled, 0);
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entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
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if (!entry) {
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SDL_free(timer);
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SDL_OutOfMemory();
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return 0;
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}
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entry->timer = timer;
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entry->timerID = timer->timerID;
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SDL_LockMutex(data->timermap_lock);
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entry->next = data->timermap;
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data->timermap = entry;
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SDL_UnlockMutex(data->timermap_lock);
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/* Add the timer to the pending list for the timer thread */
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SDL_AtomicLock(&data->lock);
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timer->next = data->pending;
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data->pending = timer;
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SDL_AtomicUnlock(&data->lock);
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/* Wake up the timer thread if necessary */
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SDL_SemPost(data->sem);
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return entry->timerID;
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}
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SDL_bool
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SDL_RemoveTimer(SDL_TimerID id)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_TimerMap *prev, *entry;
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SDL_bool canceled = SDL_FALSE;
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/* Find the timer */
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SDL_LockMutex(data->timermap_lock);
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prev = NULL;
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for (entry = data->timermap; entry; prev = entry, entry = entry->next) {
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if (entry->timerID == id) {
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if (prev) {
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prev->next = entry->next;
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} else {
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data->timermap = entry->next;
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}
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break;
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}
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}
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SDL_UnlockMutex(data->timermap_lock);
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if (entry) {
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if (!SDL_AtomicGet(&entry->timer->canceled)) {
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SDL_AtomicSet(&entry->timer->canceled, 1);
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canceled = SDL_TRUE;
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}
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SDL_free(entry);
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}
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return canceled;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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