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path: root/source/libs/asura-lib-utils/threading/thread.cpp
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#include "thread.h"

#include "thread_impl_win32.h"
#include "thread_impl_posix.h"
#include "thread_impl_sdl.h"
#include "thread_impl_std.h"

namespace AsuraEngine
{
	namespace Threading
	{

		Thread::Thread(ThreadType type, Luax::LuaxState& luaThread, const std::string& name/* = ""*/)
			: mName(name)
		{
		}

		Thread::~Thread()
		{
			delete mImpl;
		}

#define try_start_thread(impl)\
	if (!mImpl) \
	{ \
		mImpl = new impl(); \
		if (!mImpl->Start(this, stacksize)) \
		{ \
			delete mImpl; \
			mImpl = nullptr; \
		} \
	}

		bool Thread::AddTask(Task* task)
		{
			lock(mMutex);
			mTaskQueue.push(task);
			return true;
		}

		void Thread::Start(uint32 stacksize)
		{
#if ASURA_THREAD_WIN32
			try_start_thread(ThreadImplWin32);
#endif

			ASSERT(mImpl);
		}

		void Thread::Join()
		{
			ASSERT(mImpl); 
			mImpl->Join();
		}

		void Thread::Kill()
		{
			ASSERT(mImpl);
			mImpl->Kill(); 
		}

		bool Thread::IsRunning()
		{
			ASSERT(mImpl);
			return mImpl->IsRunning(); 
		}

		bool Thread::IsCurrent()
		{
			ASSERT(mImpl);
			return mImpl->IsCurrent(); 
		}

		const std::string& Thread::GetName()
		{
			return mName;
		}

		void Thread::Process()
		{
			LUAX_STATE(AEScripting::LuaEnv::Get()->GetMainThread());
			while (!mTaskQueue.empty())
			{
				Task* task = mTaskQueue.front();
				if (task && task->Execute())
				{
					// unsafe
					task->Invoke();
					this->LuaxRelease<Task>(state, task);
				}

				mMutex.Lock();
				mTaskQueue.pop();
				mMutex.Unlock();
			}
		}

	}
}