diff options
| author | Xanadu <none@none> | 2010-07-20 02:49:28 +0200 |
|---|---|---|
| committer | Xanadu <none@none> | 2010-07-20 02:49:28 +0200 |
| commit | 79622802f397258ee0f34327ba3ae6977ca3e7ff (patch) | |
| tree | 1868946c234ab9ee256a6b7766a15713eae94235 /dep/include/g3dlite/G3D/GThread.h | |
| parent | 7dd2dc91816ab8b3bc3b99a1b1c99c7ea314d5a8 (diff) | |
| parent | f906976837502fa5aa81b982b901d1509f5aa0c4 (diff) | |
Merge. Revision history for source files should be all back now.
--HG--
branch : trunk
rename : sql/CMakeLists.txt => sql/tools/CMakeLists.txt
rename : src/server/game/Pools/PoolHandler.cpp => src/server/game/Pools/PoolMgr.cpp
rename : src/server/game/Pools/PoolHandler.h => src/server/game/Pools/PoolMgr.h
rename : src/server/game/PrecompiledHeaders/NixCorePCH.cpp => src/server/game/PrecompiledHeaders/gamePCH.cpp
rename : src/server/game/PrecompiledHeaders/NixCorePCH.h => src/server/game/PrecompiledHeaders/gamePCH.h
Diffstat (limited to 'dep/include/g3dlite/G3D/GThread.h')
| -rw-r--r-- | dep/include/g3dlite/G3D/GThread.h | 121 |
1 files changed, 0 insertions, 121 deletions
diff --git a/dep/include/g3dlite/G3D/GThread.h b/dep/include/g3dlite/G3D/GThread.h deleted file mode 100644 index 58437efc3fb..00000000000 --- a/dep/include/g3dlite/G3D/GThread.h +++ /dev/null @@ -1,121 +0,0 @@ -/** - @file GThread.h - - @created 2005-09-22 - @edited 2007-01-31 - - */ - -#ifndef G3D_GTHREAD_H -#define G3D_GTHREAD_H - -#include "G3D/platform.h" -#include "G3D/ReferenceCount.h" -#include <string> - -#ifndef G3D_WIN32 -# include <pthread.h> -# include <signal.h> -#endif - - -namespace G3D { - -typedef ReferenceCountedPointer<class GThread> GThreadRef; - -/** - Platform independent thread implementation. You can either subclass and - override GThread::threadMain or call the create method with a method. - - Beware of reference counting and threads. If circular references exist between - GThread subclasses then neither class will ever be deallocated. Also, - dropping all pointers (and causing deallocation) of a GThread does NOT - stop the underlying process. - - @sa G3D::GMutex, G3D::Spinlock, G3D::AtomicInt32 -*/ -class GThread : public ReferenceCountedObject { -private: - // "Status" is a reserved work on FreeBSD - enum GStatus {STATUS_CREATED, STATUS_STARTED, STATUS_RUNNING, STATUS_COMPLETED}; - - // Not implemented on purpose, don't use - GThread(const GThread &); - GThread& operator=(const GThread&); - bool operator==(const GThread&); - -#ifdef G3D_WIN32 - static DWORD WINAPI internalThreadProc(LPVOID param); -#else - static void* internalThreadProc(void* param); -#endif //G3D_WIN32 - - volatile GStatus m_status; - - // Thread handle to hold HANDLE and pthread_t -#ifdef G3D_WIN32 - HANDLE m_handle; - HANDLE m_event; -#else - pthread_t m_handle; -#endif //G3D_WIN32 - - std::string m_name; - -protected: - - /** Overriden by the thread implementor */ - virtual void threadMain() = 0; - -public: - typedef ReferenceCountedPointer<class GThread> Ref; - enum SpawnBehavior {USE_NEW_THREAD, USE_CURRENT_THREAD}; - - GThread(const std::string& name); - - virtual ~GThread(); - - /** Constructs a basic GThread without requiring a subclass. - - @param proc The global or static function for the threadMain() */ - static GThreadRef create(const std::string& name, void (*proc)(void*), void* param = NULL); - - /** Starts the thread and executes threadMain(). Returns false if - the thread failed to start (either because it was already started - or because the OS refused). - - @param behavior If USE_CURRENT_THREAD, rather than spawning a new thread, this routine - runs threadMain on the current thread. - */ - bool start(SpawnBehavior behavior = USE_NEW_THREAD); - - /** Terminates the thread without notifying or - waiting for a cancelation point. */ - void terminate(); - - /** - Returns true if threadMain is currently executing. This will - only be set when the thread is actually running and might not - be set when start() returns. */ - bool running() const; - - /** True after start() has been called, even through the thread - may have already completed(), or be currently running().*/ - bool started() const; - - /** Returns true if the thread has exited. */ - bool completed() const; - - /** Waits for the thread to finish executing. */ - void waitForCompletion(); - - /** Returns thread name */ - inline const std::string& name() { - return m_name; - } -}; - - -} // namespace G3D - -#endif //G3D_GTHREAD_H |
