forked from Mirrorlandia_minetest/minetest
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0683bea283
commit
3fb1f45301
@ -73,7 +73,28 @@ Thread::Thread(const std::string &name) :
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Thread::~Thread()
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{
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kill();
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// kill the thread if running
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if (!m_running) {
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wait();
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} else {
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m_running = false;
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#if defined(_WIN32)
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// See https://msdn.microsoft.com/en-us/library/hh920601.aspx#thread__native_handle_method
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TerminateThread((HANDLE) m_thread_obj->native_handle(), 0);
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CloseHandle((HANDLE) m_thread_obj->native_handle());
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#else
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// We need to pthread_kill instead on Android since NDKv5's pthread
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// implementation is incomplete.
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# ifdef __ANDROID__
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pthread_kill(getThreadHandle(), SIGKILL);
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# else
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pthread_cancel(getThreadHandle());
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# endif
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wait();
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#endif
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}
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// Make sure start finished mutex is unlocked before it's destroyed
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if (m_start_finished_mutex.try_lock())
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@ -138,37 +159,6 @@ bool Thread::wait()
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}
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bool Thread::kill()
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{
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if (!m_running) {
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wait();
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return false;
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}
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m_running = false;
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#if defined(_WIN32)
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// See https://msdn.microsoft.com/en-us/library/hh920601.aspx#thread__native_handle_method
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TerminateThread((HANDLE) m_thread_obj->native_handle(), 0);
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CloseHandle((HANDLE) m_thread_obj->native_handle());
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#else
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// We need to pthread_kill instead on Android since NDKv5's pthread
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// implementation is incomplete.
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# ifdef __ANDROID__
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pthread_kill(getThreadHandle(), SIGKILL);
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# else
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pthread_cancel(getThreadHandle());
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# endif
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wait();
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#endif
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m_retval = nullptr;
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m_joinable = false;
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m_request_stop = false;
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return true;
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}
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bool Thread::getReturnValue(void **ret)
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{
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@ -74,14 +74,6 @@ public:
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*/
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bool stop();
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/*
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* Immediately terminates the thread.
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* This should be used with extreme caution, as the thread will not have
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* any opportunity to release resources it may be holding (such as memory
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* or locks).
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*/
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bool kill();
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/*
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* Waits for thread to finish.
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* Note: This does not stop a thread, you have to do this on your own.
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@ -31,7 +31,6 @@ public:
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void runTests(IGameDef *gamedef);
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void testStartStopWait();
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void testThreadKill();
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void testAtomicSemaphoreThread();
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};
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@ -40,7 +39,6 @@ static TestThreading g_test_instance;
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void TestThreading::runTests(IGameDef *gamedef)
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{
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TEST(testStartStopWait);
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TEST(testThreadKill);
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TEST(testAtomicSemaphoreThread);
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}
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@ -111,29 +109,6 @@ void TestThreading::testStartStopWait()
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}
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void TestThreading::testThreadKill()
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{
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SimpleTestThread *thread = new SimpleTestThread(300);
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UASSERT(thread->start() == true);
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// kill()ing is quite violent, so let's make sure our victim is sleeping
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// before we do this... so we don't corrupt the rest of the program's state
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sleep_ms(100);
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UASSERT(thread->kill() == true);
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// The state of the thread object should be reset if all went well
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UASSERT(thread->isRunning() == false);
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UASSERT(thread->start() == true);
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UASSERT(thread->stop() == true);
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UASSERT(thread->wait() == true);
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// kill() after already waiting should fail.
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UASSERT(thread->kill() == false);
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delete thread;
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}
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class AtomicTestThread : public Thread {
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public:
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