1 | /**************************************************************************************** |
2 | |
3 | Copyright (C) 2015 Autodesk, Inc. |
4 | All rights reserved. |
5 | |
6 | Use of this software is subject to the terms of the Autodesk license agreement |
7 | provided at the time of installation or download, or which otherwise accompanies |
8 | this software in either electronic or hard copy form. |
9 | |
10 | ****************************************************************************************/ |
11 | |
12 | //! \file fbxsync.h |
13 | #ifndef _FBXSDK_CORE_SYNC_H_ |
14 | #define _FBXSDK_CORE_SYNC_H_ |
15 | |
16 | #include <fbxsdk/fbxsdk_def.h> |
17 | |
18 | #if !defined(FBXSDK_ENV_WINSTORE) && !defined(FBXSDK_ENV_EMSCRIPTEN) |
19 | |
20 | #include <fbxsdk/core/sync/fbxclock.h> |
21 | #include <fbxsdk/core/sync/fbxthread.h> |
22 | |
23 | #include <fbxsdk/fbxsdk_nsbegin.h> |
24 | |
25 | class FbxMutexImpl; |
26 | class FbxSemaphoreImpl; |
27 | class FbxGateImpl; |
28 | |
29 | /** A spinlock is the fastest and most simple thread lock mechanism available. |
30 | * It is very efficient since it does not use any operating system calls; it is only a test and set on an atomic variable, |
31 | * thus it is the fastest thread lock available. Spinlocks are efficient if threads are only likely to be blocked for a |
32 | * short period of time, as they avoid overhead from operating system process re-scheduling or context switching. However, |
33 | * spinlocks become wasteful if held for longer durations, both preventing other threads from running and requiring |
34 | * re-scheduling. |
35 | * \note Spinlocks does not support recursive locking. A thread attempting to lock the same spinlock twice will wait |
36 | * indefinitely. |
37 | */ |
38 | class FBXSDK_DLL FbxSpinLock |
39 | { |
40 | public: |
41 | FbxSpinLock(); |
42 | |
43 | /** Acquire the lock; thread will wait indefinitely until it is available. */ |
44 | void Acquire(); |
45 | |
46 | /** Release the lock; this will allow other threads to acquire the lock if they are waiting. */ |
47 | void Release(); |
48 | |
49 | private: |
50 | FbxAtomic mSpinLock; |
51 | }; |
52 | |
53 | /** Mutually excluding thread lock mechanism. |
54 | * While the mutex is a much heavier implementation than a spinlock, it supports recursive locking; the same thread |
55 | * can safely lock the same mutex more than once without blocking. But it will have to be released as many times as |
56 | * it as been acquired before other threads can acquire the context. It is sometimes referred as a critical section. |
57 | * This is the heaviest thread lock implementation, but also the most secure. |
58 | */ |
59 | class FBXSDK_DLL FbxMutex |
60 | { |
61 | public: |
62 | /** Constructor |
63 | * \param pInitialOwnership If pInitialOwnership is true, the lock will be initialized as being locked by the |
64 | * current thread. |
65 | */ |
66 | FbxMutex(bool pInitialOwnership=false); |
67 | virtual ~FbxMutex(); //!< Destructor |
68 | |
69 | /** Acquire the lock; thread will wait indefinitely until it is available. |
70 | * \remarks The same thread can acquire the lock multiple times without blocking. |
71 | */ |
72 | void Acquire(); |
73 | |
74 | /** Try acquiring the lock; thread will not wait if it is not available. |
75 | * \param pRetryCount The number of retries in case the lock is not available. |
76 | * \return True if the lock is acquired, false otherwise. |
77 | * \remarks The same thread can acquire the lock multiple times without blocking. |
78 | */ |
79 | bool TryAcquire(unsigned int pRetryCount); |
80 | |
81 | /** Release the lock; this will allow other threads to acquire the lock if they are waiting. |
82 | * \remarks Only the owner thread should call Release(), and it needs to be released as many times as it was |
83 | * acquired. |
84 | */ |
85 | void Release(); |
86 | |
87 | private: |
88 | FbxMutexImpl* mImpl; |
89 | }; |
90 | |
91 | /** Mutually excluding thread waiting mechanism with a counter. |
92 | * Semaphore are generally used in situations when the current thread needs to wait for other threads before |
93 | * proceeding to the next step. In other words, that thread waits a number of signals from other threads. This |
94 | * is the best mechanism to use to synchronize threads since it doesn't require an heavy critical section. |
95 | */ |
96 | class FBXSDK_DLL FbxSemaphore |
97 | { |
98 | public: |
99 | FbxSemaphore(); //!< Constructor |
100 | virtual ~FbxSemaphore(); //!< Destructor |
101 | |
102 | /** Wait indefinitely until the semaphore as been signaled as many times as specified. |
103 | * \param pCount Number of signal to wait before this function returns. |
104 | * \return True if the wait exit without errors. |
105 | * \remarks If pCount is set to zero, this function returns immediately without waiting. |
106 | */ |
107 | bool Wait(unsigned int pCount=1); |
108 | |
109 | /** Signal the semaphore as many times as specified. |
110 | * \param pCount The number of signal to send to the semaphore. |
111 | * \return True if the semaphore was signaled without errors. |
112 | */ |
113 | bool Signal(unsigned int pCount=1); |
114 | |
115 | private: |
116 | FbxSemaphoreImpl* mImpl; |
117 | }; |
118 | |
119 | /** A gate thread locking mechanism is very similar to a semaphore, except that when it is opened, any |
120 | * further call to wait will not wait until it is closed. It is generally used to block multiple threads |
121 | * until one of them open the gate to release them all. |
122 | */ |
123 | class FBXSDK_DLL FbxGate |
124 | { |
125 | public: |
126 | FbxGate(); //!< Constructor |
127 | virtual ~FbxGate(); //!< Destructor |
128 | |
129 | /** Open the gate to release all threads waiting. |
130 | * \remarks All waiting threads will unblock until the gate is closed. |
131 | */ |
132 | void Open(); |
133 | |
134 | /** Close the gate so that the next time a thread call Wait() it will be blocked. */ |
135 | void Close(); |
136 | |
137 | /** Check if the gate is open. |
138 | * \return True if the gate is open, otherwise false. |
139 | */ |
140 | bool IsOpen(); |
141 | |
142 | /** Wait indefinitely until the gate open. |
143 | * \return True if the wait completed without errors. |
144 | * \remarks If the gate is already open, this function returns immediately. |
145 | */ |
146 | bool Wait(); |
147 | |
148 | private: |
149 | FbxGateImpl* mImpl; |
150 | }; |
151 | |
152 | /** A simple stack of linked items that is multi-thread safe, protected by a spinlock. |
153 | */ |
154 | class FBXSDK_DLL FbxSyncStack |
155 | { |
156 | public: |
157 | //! A single link item to be used to construct the stack |
158 | struct Item |
159 | { |
160 | Item* mNext; |
161 | inline Item(){ mNext = NULL; } |
162 | inline Item* Set(Item* pNext){ return mNext = pNext; } |
163 | inline Item* Next(){ return mNext; } |
164 | }; |
165 | |
166 | //! Constructor |
167 | FbxSyncStack(); |
168 | |
169 | /** Add an item on the top of the stack. |
170 | * \param pItem The item to add on top of the stack. |
171 | */ |
172 | void Push(Item* pItem); |
173 | |
174 | /** Remove the item on the top of the stack. |
175 | * \return Returns the item on top of the stack, otherwise NULL if stack empty. |
176 | */ |
177 | Item* Pop(); |
178 | |
179 | private: |
180 | FbxSpinLock mLock; |
181 | Item* mTop; |
182 | }; |
183 | |
184 | #include <fbxsdk/fbxsdk_nsend.h> |
185 | |
186 | #endif /* !FBXSDK_ENV_WINSTORE && !FBXSDK_ENV_EMSCRIPTEN */ |
187 | |
188 | #endif /* _FBXSDK_CORE_SYNC_H_ */ |
189 | |