Files @ r24484:e4eb01747c4c
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Location: cpp/openttd-patchpack/source/src/linkgraph/linkgraphschedule.h

Jonathan G Rennison
Change: [Linkgraph] Only acquire thread join performance measurements on network clients

Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file linkgraphschedule.h Declaration of link graph schedule used for cargo distribution. */

#ifndef LINKGRAPHSCHEDULE_H
#define LINKGRAPHSCHEDULE_H

#include "linkgraph.h"

class LinkGraphJob;

/**
 * A handler doing "something" on a link graph component. It must not keep any
 * state as it is called concurrently from different threads.
 */
class ComponentHandler {
public:
	/**
	 * Destroy the handler. Must be given due to virtual Run.
	 */
	virtual ~ComponentHandler() {}

	/**
	 * Run the handler. A link graph handler must not read or write any data
	 * outside the given component as that would create a potential desync.
	 * @param job Link graph component to run the handler on.
	 */
	virtual void Run(LinkGraphJob &job) const = 0;
};

class LinkGraphSchedule {
private:
	LinkGraphSchedule();
	~LinkGraphSchedule();
	typedef std::list<LinkGraph *> GraphList;
	typedef std::list<LinkGraphJob *> JobList;
	friend const SaveLoad *GetLinkGraphScheduleDesc();

protected:
	ComponentHandler *handlers[6]; ///< Handlers to be run for each job.
	GraphList schedule;            ///< Queue for new jobs.
	JobList running;               ///< Currently running jobs.

public:
	/* This is a tick where not much else is happening, so a small lag might go unnoticed. */
	static const uint SPAWN_JOIN_TICK = 21; ///< Tick when jobs are spawned or joined every day.
	static LinkGraphSchedule instance;

	static void Run(LinkGraphJob *job);
	static void Clear();

	void SpawnNext();
	bool IsJoinWithUnfinishedJobDue() const;
	void JoinNext();
	void SpawnAll();
	void ShiftDates(int interval);

	/**
	 * Queue a link graph for execution.
	 * @param lg Link graph to be queued.
	 */
	void Queue(LinkGraph *lg)
	{
		assert(LinkGraph::Get(lg->index) == lg);
		this->schedule.push_back(lg);
	}

	/**
	 * Remove a link graph from the execution queue.
	 * @param lg Link graph to be removed.
	 */
	void Unqueue(LinkGraph *lg) { this->schedule.remove(lg); }
};

void StateGameLoop_LinkGraphPauseControl();
void AfterLoad_LinkGraphPauseControl();

#endif /* LINKGRAPHSCHEDULE_H */