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//-----------------------------------------------------------------------------
// Name: assetmanagerthreadhandler.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "assetmanagerthreadhandler.h"
#include <Memory/allocation.h>
#include <Asset/assetloaderrors.h>
#include <cstdlib>
AssetLoaderThreadedInstance::AssetLoaderThreadedInstance() : loader(NULL), load_id(0), step(0), return_state(kLoadOk) {
}
AssetLoaderThreadedInstance::AssetLoaderThreadedInstance(AssetLoaderBase* loader, uint32_t load_id, int step) : loader(loader), load_id(load_id), step(step), return_state(kLoadOk) {
}
AssetManagerThreadedInstanceQueue::AssetManagerThreadedInstanceQueue() : queue(NULL), queue_count(0), queue_size(0) {
accessmutex = new std::mutex();
}
AssetManagerThreadedInstanceQueue::~AssetManagerThreadedInstanceQueue() {
OG_FREE(queue);
queue = NULL;
queue_count = 0;
queue_size = 0;
delete accessmutex;
accessmutex = NULL;
}
AssetLoaderThreadedInstance AssetManagerThreadedInstanceQueue::Pop() {
AssetLoaderThreadedInstance instance;
accessmutex->lock();
if (queue_count > 0) {
instance = queue[0];
for (unsigned i = 1; i < queue_count; i++) {
queue[i - 1] = queue[i];
}
queue_count -= 1;
}
accessmutex->unlock();
return instance;
}
void AssetManagerThreadedInstanceQueue::Push(const AssetLoaderThreadedInstance& input) {
accessmutex->lock();
if (queue_size >= queue_count) {
queue_size += 32;
queue = static_cast<AssetLoaderThreadedInstance*>(realloc(queue, sizeof(AssetLoaderThreadedInstance) * queue_size));
}
queue[queue_count] = input;
queue_count += 1;
accessmutex->unlock();
}
size_t AssetManagerThreadedInstanceQueue::Count() {
size_t ret;
accessmutex->lock();
ret = queue_count;
accessmutex->unlock();
return ret;
}
AssetManagerThreadInstance::AssetManagerThreadInstance(AssetManagerThreadedInstanceQueue* queue_in, AssetManagerThreadedInstanceQueue* queue_out, bool* stop) : queue_in(queue_in), queue_out(queue_out), stop(stop) {
}
void AssetManagerThreadHandler_Operate(void* userdata) {
AssetManagerThreadInstance* data = static_cast<AssetManagerThreadInstance*>(userdata);
while (*(data->stop) == false) {
if (data->queue_in->Count() > 0) {
AssetLoaderThreadedInstance instance = data->queue_in->Pop();
instance.return_state = instance.loader->DoLoadStep(instance.step);
data->queue_out->Push(instance);
} else {
std::this_thread::sleep_for(std::chrono::milliseconds(16));
}
}
delete data;
}
AssetManagerThreadHandler::AssetManagerThreadHandler(int thread_count) : stop(false) {
for (int i = 0; i < thread_count; i++) {
AssetManagerThreadInstance* threadInstance = new AssetManagerThreadInstance(&queue_in, &queue_out, &stop);
std::thread* thread = new std::thread(AssetManagerThreadHandler_Operate, threadInstance);
threads.push_back(thread);
}
}
AssetManagerThreadHandler::~AssetManagerThreadHandler() {
stop = true;
for (auto& thread : threads) {
thread->join();
thread = NULL;
}
}
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