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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();
}
}
}
}
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