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SDL_timer.c

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388 lines (328 loc) · 9.98 KB
 
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library 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
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#include "SDL_timer.h"
#include "SDL_timer_c.h"
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#include "SDL_atomic.h"
#include "SDL_thread.h"
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/* #define DEBUG_TIMERS */
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typedef struct _SDL_Timer
{
int timerID;
SDL_TimerCallback callback;
void *param;
Uint32 interval;
Uint32 scheduled;
volatile SDL_bool canceled;
struct _SDL_Timer *next;
} SDL_Timer;
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typedef struct _SDL_TimerMap
{
int timerID;
SDL_Timer *timer;
struct _SDL_TimerMap *next;
} SDL_TimerMap;
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/* A reasonable guess */
#define CACHELINE_SIZE 128
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/* The timers are kept in a sorted list */
typedef struct {
/* Data used by the main thread */
SDL_Thread *thread;
SDL_atomic_t nextID;
SDL_TimerMap *timermap;
SDL_mutex *timermap_lock;
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/* Padding to separate cache lines between threads */
char pad[CACHELINE_SIZE];
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/* Data used to communicate with the timer thread */
SDL_SpinLock lock;
SDL_sem *sem;
SDL_Timer * volatile pending;
SDL_Timer * volatile freelist;
volatile SDL_bool active;
/* List of timers - this is only touched by the timer thread */
SDL_Timer *timers;
} SDL_TimerData;
static SDL_TimerData SDL_timer_data;
/* The idea here is that any thread might add a timer, but a single
* thread manages the active timer queue, sorted by scheduling time.
*
* Timers are removed by simply setting a canceled flag
*/
static void
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;
for (curr = data->timers; curr; prev = curr, curr = curr->next) {
if ((Sint32)(timer->scheduled-curr->scheduled) < 0) {
break;
}
}
/* Insert the timer here! */
if (prev) {
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
SDL_TimerThread(void *_data)
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{
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SDL_TimerData *data = (SDL_TimerData *)_data;
SDL_Timer *pending;
SDL_Timer *current;
SDL_Timer *freelist_head = NULL;
SDL_Timer *freelist_tail = NULL;
Uint32 tick, now, interval, delay;
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/* Threaded timer loop:
* 1. Queue timers added by other threads
* 2. Handle any timers that should dispatch this cycle
* 3. Wait until next dispatch time or new timer arrives
*/
for ( ; ; ) {
/* Pending and freelist maintenance */
SDL_AtomicLock(&data->lock);
{
/* Get any timers ready to be queued */
pending = data->pending;
data->pending = NULL;
/* Make any unused timer structures available */
if (freelist_head) {
freelist_tail->next = data->freelist;
data->freelist = freelist_head;
}
}
SDL_AtomicUnlock(&data->lock);
/* Sort the pending timers into our list */
while (pending) {
current = pending;
pending = pending->next;
SDL_AddTimerInternal(data, current);
}
freelist_head = NULL;
freelist_tail = NULL;
/* Check to see if we're still running, after maintenance */
if (!data->active) {
break;
}
/* Initial delay if there are no timers */
delay = SDL_MUTEX_MAXWAIT;
tick = SDL_GetTicks();
/* Process all the pending timers for this tick */
while (data->timers) {
current = data->timers;
if ((Sint32)(tick-current->scheduled) < 0) {
/* Scheduled for the future, wait a bit */
delay = (current->scheduled - tick);
break;
}
/* We're going to do something with this timer */
data->timers = current->next;
if (current->canceled) {
interval = 0;
} else {
interval = current->callback(current->interval, current->param);
}
if (interval > 0) {
/* Reschedule this timer */
current->scheduled = tick + interval;
SDL_AddTimerInternal(data, current);
} else {
if (!freelist_head) {
freelist_head = current;
}
if (freelist_tail) {
freelist_tail->next = current;
}
freelist_tail = current;
current->canceled = SDL_TRUE;
}
}
/* Adjust the delay based on processing time */
now = SDL_GetTicks();
interval = (now - tick);
if (interval > delay) {
delay = 0;
} else {
delay -= interval;
}
/* Note that each time a timer is added, this will return
immediately, but we process the timers added all at once.
That's okay, it just means we run through the loop a few
extra times.
*/
SDL_SemWaitTimeout(data->sem, delay);
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}
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return 0;
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}
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int
SDL_TimerInit(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
if (!data->active) {
data->timermap_lock = SDL_CreateMutex();
if (!data->timermap_lock) {
return -1;
}
data->sem = SDL_CreateSemaphore(0);
if (!data->sem) {
SDL_DestroyMutex(data->timermap_lock);
return -1;
}
data->active = SDL_TRUE;
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/* !!! FIXME: this is nasty. */
#if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC)
#undef SDL_CreateThread
data->thread = SDL_CreateThread(SDL_TimerThread, data, NULL, NULL);
#else
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data->thread = SDL_CreateThread(SDL_TimerThread, data);
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#endif
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if (!data->thread) {
SDL_TimerQuit();
return -1;
}
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;
SDL_Timer *timer;
SDL_TimerMap *entry;
if (data->active) {
data->active = SDL_FALSE;
/* Shutdown the timer thread */
if (data->thread) {
SDL_SemPost(data->sem);
SDL_WaitThread(data->thread, NULL);
data->thread = NULL;
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}
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SDL_DestroySemaphore(data->sem);
data->sem = NULL;
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/* Clean up the timer entries */
while (data->timers) {
timer = data->timers;
data->timers = timer->next;
SDL_free(timer);
}
while (data->freelist) {
timer = data->freelist;
data->freelist = timer->next;
SDL_free(timer);
}
while (data->timermap) {
entry = data->timermap;
data->timermap = entry->next;
SDL_free(entry);
}
SDL_DestroyMutex(data->timermap_lock);
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;
SDL_Timer *timer;
SDL_TimerMap *entry;
if (!data->active) {
int status = 0;
SDL_AtomicLock(&data->lock);
if (!data->active) {
status = SDL_TimerInit();
}
SDL_AtomicUnlock(&data->lock);
if (status < 0) {
return 0;
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}
}
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SDL_AtomicLock(&data->lock);
timer = data->freelist;
if (timer) {
data->freelist = timer->next;
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}
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SDL_AtomicUnlock(&data->lock);
if (timer) {
SDL_RemoveTimer(timer->timerID);
} else {
timer = (SDL_Timer *)SDL_malloc(sizeof(*timer));
if (!timer) {
SDL_OutOfMemory();
return 0;
}
}
timer->timerID = SDL_AtomicIncRef(&data->nextID);
timer->callback = callback;
timer->param = param;
timer->interval = interval;
timer->scheduled = SDL_GetTicks() + interval;
timer->canceled = SDL_FALSE;
entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
if (!entry) {
SDL_free(timer);
SDL_OutOfMemory();
return 0;
}
entry->timer = timer;
entry->timerID = timer->timerID;
SDL_mutexP(data->timermap_lock);
entry->next = data->timermap;
data->timermap = entry;
SDL_mutexV(data->timermap_lock);
/* Add the timer to the pending list for the timer thread */
SDL_AtomicLock(&data->lock);
timer->next = data->pending;
data->pending = timer;
SDL_AtomicUnlock(&data->lock);
/* Wake up the timer thread if necessary */
SDL_SemPost(data->sem);
return entry->timerID;
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}
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SDL_bool
SDL_RemoveTimer(SDL_TimerID id)
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{
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SDL_TimerData *data = &SDL_timer_data;
SDL_TimerMap *prev, *entry;
SDL_bool canceled = SDL_FALSE;
/* Find the timer */
SDL_mutexP(data->timermap_lock);
prev = NULL;
for (entry = data->timermap; entry; prev = entry, entry = entry->next) {
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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}
break;
}
}
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SDL_mutexV(data->timermap_lock);
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if (entry) {
if (!entry->timer->canceled) {
entry->timer->canceled = SDL_TRUE;
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: */