e807c7f95c
metar fetcher. Effectively this caused the metar thread and the main thread to both attempt to fetch weather data. This could lead to long pauses when the main thread decided to fetch the weather, and introduced a race condition that could cause a segfault/crash. Investigating this issue, I discovered that even longer ago, someone confused #defines and #ifdef symbols with C/C++ variables. If I #define XYZ 0 it is defined so #ifdef XYZ is true, not false like a variable. Our thread detection made this mistake and there were follow up patches to work around it. So I fixed the configure script (ahhh, reading the autoconf manual is highly recommended excercise for people editing the configure.ac file.) I also discovered that we were hardwiring with_threads=yes with no way via configure options to disable threads from the build so I fixed that. Then I patched up the #ifdef's scattered through the code to match the configure script changes, oh and by the way, I stumbled upon a past typo that led to the race condition in the metar fetching thread and fixed that.
167 lines
3.9 KiB
C++
167 lines
3.9 KiB
C++
// FGTileLoader - Queue scenery tiles for loading.
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//
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// Written by Bernie Bright, started March 2001.
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//
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// Copyright (C) 2001 Bernard Bright - bbright@bigpond.net.au
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef FG_TILE_LOADER_HXX
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#define FG_TILE_LOADER_HXX
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/misc/sg_path.hxx>
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#if defined(ENABLE_THREADS)
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# include <simgear/threads/SGThread.hxx>
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# include <simgear/threads/SGQueue.hxx>
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#else
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# include <queue>
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SG_USING_STD( queue );
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#endif
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// Forward reference.
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class FGTileEntry;
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/**
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* Queues tiles for loading, possibly by a separate thread.
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*/
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class FGTileLoader
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{
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public:
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/**
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* Constructor.
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*/
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FGTileLoader();
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/**
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* Destructor.
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*/
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~FGTileLoader();
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#if 0 // we don't ever want to do this I don't think
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/**
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* Flush anything in pending load queue without doing the work
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* Leave the free queue intact since that's are only record of
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* things we need to remove.
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*/
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void reinit();
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#endif
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/**
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* Add a tile to the end of the load queue.
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* @param tile The tile to be loaded from disk.
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*/
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void add( FGTileEntry* tile );
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#ifdef WISH_PLIB_WAS_THREADED // but it isn't
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/**
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* Remove a tile from memory.
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* @param tile The tile to be removed from memory.
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*/
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void remove( FGTileEntry* tile );
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#endif
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/**
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* The tile loader thread will only load one tile per call to the
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* update() method. This is a way to spread out the work of the
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* tile loader and slow it down so it is less intrusive. For
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* systems built without thead support this is a no-op.
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*/
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void update();
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/**
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* Returns whether the load queue is empty (contains no elements).
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* @return true if load queue is empty otherwise returns false.
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*/
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// bool empty() const { return tile_load_queue.empty(); }
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private:
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private:
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#if defined(ENABLE_THREADS)
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/**
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* FIFO queue of tiles to load from data files.
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*/
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SGBlockingQueue< FGTileEntry * > tile_load_queue;
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// SGBlockingQueue< FGTileEntry * > tile_free_queue;
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#else
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queue< FGTileEntry * > tile_load_queue;
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// queue< FGTileEntry * > tile_free_queue;
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#endif
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/**
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* Base names of directories containing tile data files.
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*/
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string_list tile_path;
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#if defined(ENABLE_THREADS)
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/**
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* Maximum number of threads to create for loading tiles.
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*/
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enum { MAX_THREADS = 1 };
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/**
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* This class represents the thread of execution responsible for
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* loading a tile.
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*/
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class LoaderThread : public SGThread
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{
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public:
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LoaderThread( FGTileLoader* l ) : loader(l) {}
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~LoaderThread() {}
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/**
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* Reads the tile from disk.
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*/
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void run();
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private:
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FGTileLoader* loader;
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private:
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// not implemented.
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LoaderThread();
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LoaderThread( const LoaderThread& );
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LoaderThread& operator=( const LoaderThread& );
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};
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friend class LoaderThread;
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/**
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* Array of loading threads.
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*/
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LoaderThread* threads[ MAX_THREADS ];
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/**
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* Lock and synchronize access to tile queue.
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*/
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SGMutex mutex;
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SGPthreadCond frame_cond;
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/**
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* Thread cleanup handler.
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*/
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friend void cleanup_handler( void* );
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#endif // ENABLE_THREADS
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};
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#endif // FG_TILE_LOADER_HXX
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