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Codechange: Use atomic variables for thread synchronization where useful.

pull/7482/head
Michael Lutz 2019-03-17 11:05:38 +01:00
parent 05bc2ed7cb
commit 94c5269fa7
2 changed files with 17 additions and 20 deletions

View File

@ -18,16 +18,14 @@
#include "network_internal.h" #include "network_internal.h"
#include "network_udp.h" #include "network_udp.h"
#include "network_gamelist.h" #include "network_gamelist.h"
#include <mutex> #include <atomic>
#include "../safeguards.h" #include "../safeguards.h"
NetworkGameList *_network_game_list = NULL; NetworkGameList *_network_game_list = NULL;
/** Mutex for handling delayed insertion/querying of servers. */
static std::mutex _network_game_list_mutex;
/** The games to insert when the GUI thread has time for us. */ /** The games to insert when the GUI thread has time for us. */
static NetworkGameList *_network_game_delayed_insertion_list = NULL; static std::atomic<NetworkGameList *> _network_game_delayed_insertion_list(NULL);
/** /**
* Add a new item to the linked gamelist, but do it delayed in the next tick * Add a new item to the linked gamelist, but do it delayed in the next tick
@ -36,18 +34,17 @@ static NetworkGameList *_network_game_delayed_insertion_list = NULL;
*/ */
void NetworkGameListAddItemDelayed(NetworkGameList *item) void NetworkGameListAddItemDelayed(NetworkGameList *item)
{ {
std::lock_guard<std::mutex> lock(_network_game_list_mutex); item->next = _network_game_delayed_insertion_list.load(std::memory_order_relaxed);
item->next = _network_game_delayed_insertion_list; while (!_network_game_delayed_insertion_list.compare_exchange_weak(item->next, item, std::memory_order_acq_rel)) {}
_network_game_delayed_insertion_list = item;
} }
/** Perform the delayed (thread safe) insertion into the game list */ /** Perform the delayed (thread safe) insertion into the game list */
static void NetworkGameListHandleDelayedInsert() static void NetworkGameListHandleDelayedInsert()
{ {
std::lock_guard<std::mutex> lock(_network_game_list_mutex); while (true) {
while (_network_game_delayed_insertion_list != NULL) { NetworkGameList *ins_item = _network_game_delayed_insertion_list.load(std::memory_order_relaxed);
NetworkGameList *ins_item = _network_game_delayed_insertion_list; while (ins_item != NULL && !_network_game_delayed_insertion_list.compare_exchange_weak(ins_item, ins_item->next, std::memory_order_acq_rel)) {}
_network_game_delayed_insertion_list = ins_item->next; if (ins_item == NULL) break; // No item left.
NetworkGameList *item = NetworkGameListAddItem(ins_item->address); NetworkGameList *item = NetworkGameListAddItem(ins_item->address);

View File

@ -45,6 +45,7 @@
#include "../string_func.h" #include "../string_func.h"
#include "../fios.h" #include "../fios.h"
#include "../error.h" #include "../error.h"
#include <atomic>
#include "table/strings.h" #include "table/strings.h"
@ -370,9 +371,9 @@ void NORETURN SlErrorCorruptFmt(const char *format, ...)
} }
typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished. typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
static AsyncSaveFinishProc _async_save_finish = NULL; ///< Callback to call when the savegame loading is finished. static std::atomic<AsyncSaveFinishProc> _async_save_finish; ///< Callback to call when the savegame loading is finished.
static std::thread _save_thread; ///< The thread we're using to compress and write a savegame static std::thread _save_thread; ///< The thread we're using to compress and write a savegame
/** /**
* Called by save thread to tell we finished saving. * Called by save thread to tell we finished saving.
@ -381,9 +382,9 @@ static std::thread _save_thread; ///< The thread we're usin
static void SetAsyncSaveFinish(AsyncSaveFinishProc proc) static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
{ {
if (_exit_game) return; if (_exit_game) return;
while (_async_save_finish != NULL) CSleep(10); while (_async_save_finish.load(std::memory_order_acquire) != NULL) CSleep(10);
_async_save_finish = proc; _async_save_finish.store(proc, std::memory_order_release);
} }
/** /**
@ -391,11 +392,10 @@ static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
*/ */
void ProcessAsyncSaveFinish() void ProcessAsyncSaveFinish()
{ {
if (_async_save_finish == NULL) return; AsyncSaveFinishProc proc = _async_save_finish.exchange(NULL, std::memory_order_acq_rel);
if (proc == NULL) return;
_async_save_finish(); proc();
_async_save_finish = NULL;
if (_save_thread.joinable()) { if (_save_thread.joinable()) {
_save_thread.join(); _save_thread.join();