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300 lines
11 KiB
C++
300 lines
11 KiB
C++
/*
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* thread.h: A simple thread base class
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*
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* See the main source file 'vdr.c' for copyright information and
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* how to reach the author.
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*
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* $Id: thread.h 4.1 2015/08/17 13:06:24 kls Exp $
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*/
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#ifndef __THREAD_H
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#define __THREAD_H
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#include <pthread.h>
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#include <stdio.h>
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#include <sys/types.h>
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class cCondWait {
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private:
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pthread_mutex_t mutex;
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pthread_cond_t cond;
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bool signaled;
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public:
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cCondWait(void);
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~cCondWait();
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static void SleepMs(int TimeoutMs);
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///< Creates a cCondWait object and uses it to sleep for TimeoutMs
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///< milliseconds, immediately giving up the calling thread's time
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///< slice and thus avoiding a "busy wait".
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///< In order to avoid a possible busy wait, TimeoutMs will be automatically
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///< limited to values >2.
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bool Wait(int TimeoutMs = 0);
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///< Waits at most TimeoutMs milliseconds for a call to Signal(), or
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///< forever if TimeoutMs is 0.
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///< Returns true if Signal() has been called, false it the given
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///< timeout has expired.
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void Signal(void);
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///< Signals a caller of Wait() that the condition it is waiting for is met.
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};
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class cMutex;
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class cCondVar {
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private:
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pthread_cond_t cond;
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public:
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cCondVar(void);
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~cCondVar();
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void Wait(cMutex &Mutex);
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bool TimedWait(cMutex &Mutex, int TimeoutMs);
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void Broadcast(void);
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};
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class cRwLock {
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private:
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pthread_rwlock_t rwlock;
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public:
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cRwLock(bool PreferWriter = false);
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~cRwLock();
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bool Lock(bool Write, int TimeoutMs = 0);
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void Unlock(void);
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};
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class cMutex {
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friend class cCondVar;
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private:
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pthread_mutex_t mutex;
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int locked;
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public:
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cMutex(void);
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~cMutex();
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void Lock(void);
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void Unlock(void);
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};
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typedef pid_t tThreadId;
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class cThread {
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friend class cThreadLock;
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private:
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bool active;
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bool running;
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pthread_t childTid;
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tThreadId childThreadId;
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cMutex mutex;
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char *description;
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bool lowPriority;
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static tThreadId mainThreadId;
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static void *StartThread(cThread *Thread);
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protected:
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void SetPriority(int Priority);
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void SetIOPriority(int Priority);
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void Lock(void) { mutex.Lock(); }
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void Unlock(void) { mutex.Unlock(); }
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virtual void Action(void) = 0;
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///< A derived cThread class must implement the code it wants to
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///< execute as a separate thread in this function. If this is
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///< a loop, it must check Running() repeatedly to see whether
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///< it's time to stop.
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bool Running(void) { return running; }
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///< Returns false if a derived cThread object shall leave its Action()
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///< function.
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void Cancel(int WaitSeconds = 0);
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///< Cancels the thread by first setting 'running' to false, so that
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///< the Action() loop can finish in an orderly fashion and then waiting
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///< up to WaitSeconds seconds for the thread to actually end. If the
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///< thread doesn't end by itself, it is killed.
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///< If WaitSeconds is -1, only 'running' is set to false and Cancel()
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///< returns immediately, without killing the thread.
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public:
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cThread(const char *Description = NULL, bool LowPriority = false);
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///< Creates a new thread.
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///< If Description is present, a log file entry will be made when
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///< the thread starts and stops (see SetDescription()).
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///< The Start() function must be called to actually start the thread.
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///< LowPriority can be set to true to make this thread run at a lower
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///< priority.
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virtual ~cThread();
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void SetDescription(const char *Description, ...) __attribute__ ((format (printf, 2, 3)));
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///< Sets the description of this thread, which will be used when logging
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///< starting or stopping of the thread. Make sure any important information
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///< is within the first 15 characters of Description, because only these
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///< may be displayed in thread listings (like 'htop', for instance).
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bool Start(void);
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///< Actually starts the thread.
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///< If the thread is already running, nothing happens.
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bool Active(void);
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///< Checks whether the thread is still alive.
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static tThreadId ThreadId(void);
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static tThreadId IsMainThread(void) { return ThreadId() == mainThreadId; }
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static void SetMainThreadId(void);
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};
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// cMutexLock can be used to easily set a lock on mutex and make absolutely
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// sure that it will be unlocked when the block will be left. Several locks can
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// be stacked, so a function that makes many calls to another function which uses
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// cMutexLock may itself use a cMutexLock to make one longer lock instead of many
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// short ones.
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class cMutexLock {
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private:
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cMutex *mutex;
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bool locked;
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public:
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cMutexLock(cMutex *Mutex = NULL);
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~cMutexLock();
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bool Lock(cMutex *Mutex);
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};
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// cThreadLock can be used to easily set a lock in a thread and make absolutely
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// sure that it will be unlocked when the block will be left. Several locks can
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// be stacked, so a function that makes many calls to another function which uses
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// cThreadLock may itself use a cThreadLock to make one longer lock instead of many
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// short ones.
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class cThreadLock {
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private:
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cThread *thread;
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bool locked;
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public:
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cThreadLock(cThread *Thread = NULL);
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~cThreadLock();
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bool Lock(cThread *Thread);
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};
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#define LOCK_THREAD cThreadLock ThreadLock(this)
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class cStateKey;
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class cStateLock {
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friend class cStateKey;
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private:
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const char *name;
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tThreadId threadId;
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cRwLock rwLock;
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int state;
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bool explicitModify;
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void Unlock(cStateKey &StateKey, bool IncState = true);
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///< Releases a lock that has been obtained by a previous call to Lock()
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///< with the given StateKey. If this was a write-lock, and IncState is true,
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///< the state of the lock will be incremented. In any case, the (new) state
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///< of the lock will be copied to the StateKey's state.
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public:
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cStateLock(const char *Name = NULL);
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bool Lock(cStateKey &StateKey, bool Write = false, int TimeoutMs = 0);
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///< Tries to get a lock and returns true if successful.
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///< If TimoutMs is not 0, it waits for the given number of milliseconds
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///< and returns false if no lock has been obtained within that time.
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///< Otherwise it waits indefinitely for the lock. The given StateKey
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///< will store which lock it has been used with, and will use that
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///< information when its Remove() function is called.
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///< There are two possible locks, one only for read access, and one
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///< for reading and writing:
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///<
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///< If Write is false (i.e. a read-lock is requested), the lock's state
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///< is compared to the given StateKey's state, and true is returned if
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///< they differ.
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///< If true is returned, the read-lock is still in place and the
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///< protected data structures can be safely accessed (in read-only mode!).
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///< Once the necessary operations have been performed, the lock must
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///< be released by a call to the StateKey's Remove() function.
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///< If false is returned, the state has not changed since the last check,
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///< and the read-lock has been released. In that case the protected
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///< data structures have not changed since the last call, so no action
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///< is required. Note that if TimeoutMs is used with read-locks, Lock()
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///< might return false even if the states of lock and key differ, just
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///< because it was unable to obtain the lock within the given time.
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///< You can call cStateKey::TimedOut() to detect this.
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///<
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///< If Write is true (i.e. a write-lock is requested), the states of the
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///< lock and the given StateKey don't matter, it will always try to obtain
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///< a write lock.
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void SetExplicitModify(void) { explicitModify = true; }
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///< If you have obtained a write lock on this lock, and you don't want its
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///< state to be automatically incremented when the lock is released, a call to
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///< this function will disable this, and you can explicitly call IncState()
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///< to increment the state.
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void IncState(void);
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///< Increments the state of this lock.
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};
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class cStateKey {
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friend class cStateLock;
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private:
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cStateLock *stateLock;
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bool write;
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int state;
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bool timedOut;
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public:
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cStateKey(bool IgnoreFirst = false);
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///< Sets up a new state key. If IgnoreFirst is true, the first use
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///< of this key with a lock will not return true if the lock's state
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///< hasn't explicitly changed.
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~cStateKey();
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void Reset(void);
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///< Resets the state of this key, so that the next call to a lock's
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///< Lock() function with this key will return true, even if the
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///< lock's state hasn't changed.
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void Remove(bool IncState = true);
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///< Removes this key from the lock it was previously used with.
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///< If this key was used to obtain a write lock, the state of the lock will
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///< be incremented and copied to this key. You can set IncState to false
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///< to prevent this.
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bool StateChanged(void);
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///< Returns true if this key is used for obtaining a write lock, and the
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///< lock's state differs from that of the key. When used with a read lock,
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///< it always returns true, because otherwise the lock wouldn't have been
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///< obtained in the first place.
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bool InLock(void) { return stateLock; }
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///< Returns true if this key is currently in a lock.
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bool TimedOut(void) const { return timedOut; }
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///< Returns true if the last lock attempt this key was used with failed due
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///< to a timeout.
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};
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class cIoThrottle {
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private:
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static cMutex mutex;
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static int count;
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bool active;
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public:
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cIoThrottle(void);
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~cIoThrottle();
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void Activate(void);
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///< Activates the global I/O throttling mechanism.
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///< This function may be called any number of times, but only
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///< the first call after an inactive state will have an effect.
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void Release(void);
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///< Releases the global I/O throttling mechanism.
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///< This function may be called any number of times, but only
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///< the first call after an active state will have an effect.
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bool Active(void) { return active; }
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///< Returns true if this I/O throttling object is currently active.
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static bool Engaged(void);
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///< Returns true if any I/O throttling object is currently active.
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};
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// cPipe implements a pipe that closes all unnecessary file descriptors in
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// the child process.
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class cPipe {
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private:
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pid_t pid;
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FILE *f;
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public:
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cPipe(void);
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~cPipe();
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operator FILE* () { return f; }
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bool Open(const char *Command, const char *Mode);
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int Close(void);
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};
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// SystemExec() implements a 'system()' call that closes all unnecessary file
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// descriptors in the child process.
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// With Detached=true, calls command in background and in a separate session,
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// with stdin connected to /dev/null.
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int SystemExec(const char *Command, bool Detached = false);
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#endif //__THREAD_H
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