Implementation of AIFrameTimer.
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@@ -31,9 +31,114 @@
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#include "aiframetimer.h"
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static F64 const NEVER = 1e16; // 317 million years.
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F64 AIFrameTimer::sNextExpiration;
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AIFrameTimer::timer_list_type AIFrameTimer::sTimerList;
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LLMutex AIFrameTimer::sMutex;
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// Notes on thread-safety of AIRunningFrameTimer (continued from aiframetimer.h)
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//
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// Most notably, the constructor and init() should be called as follows:
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// 1) The object is constructed (AIRunningFrameTimer::AIRunningFrameTimer).
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// 2) The lock is obtained.
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// 3) The object is inserted in the list (operator<(AIRunningFrameTimer const&, AIRunningFrameTimer const&)).
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// 4) The object is initialized (AIRunningFrameTimer::init).
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// 5) The lock is released.
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// This assures that the object is not yet shared at the moment
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// that it is initialized (assignment to mConnection is not thread-safe).
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void AIFrameTimer::create(F64 expiration, signal_type::slot_type const& slot)
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{
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AIRunningFrameTimer new_timer(expiration, this);
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sMutex.lock();
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llassert(mHandle.mRunningTimer == sTimerList.end()); // Create may only be called when the timer isn't already running.
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mHandle.init(sTimerList.insert(new_timer), slot);
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sNextExpiration = sTimerList.begin()->expiration();
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sMutex.unlock();
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}
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void AIFrameTimer::cancel(void)
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{
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mHandle.mMutex.lock();
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sMutex.lock();
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mHandle.mMutex.unlock();
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if (mHandle.mRunningTimer != sTimerList.end())
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{
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timer_list_type::iterator running_timer = mHandle.mRunningTimer;
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mHandle.mRunningTimer = sTimerList.end();
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sTimerList.erase(running_timer);
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sNextExpiration = sTimerList.empty() ? NEVER : sTimerList.begin()->expiration();
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}
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sMutex.unlock();
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}
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void AIFrameTimer::handleExpiration(F64 current_frame_time)
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{
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sMutex.lock();
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for(;;)
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{
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if (sTimerList.empty())
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{
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// No running timers left.
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sNextExpiration = NEVER;
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break;
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}
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timer_list_type::iterator running_timer = sTimerList.begin();
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sNextExpiration = running_timer->expiration();
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if (sNextExpiration > current_frame_time)
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{
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// Didn't expire yet.
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break;
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}
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// Obtain handle of running timer through the associated AIFrameTimer object.
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// Note that if the AIFrameTimer object was destructed (when running_timer->getTimer()
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// would return an invalid pointer) then it called cancel(), so we can't be here.
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Handle& handle(running_timer->getTimer()->mHandle);
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llassert_always(running_timer == handle.mRunningTimer);
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// We're going to erase this timer, so stop cancel() from doing the same.
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handle.mRunningTimer = sTimerList.end();
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// We keep handle.mMutex during the callback to prevent the thread that
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// owns the AIFrameTimer from deleting the callback function while we
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// call it: in order to do so it first has to call cancel(), which will
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// block until we release this mutex again, or we won't call the callback
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// function here because the trylock fails.
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//
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// Assuming the main thread arrived here, there are two possible states
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// for the other thread that tries to delete the call back function,
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// right after calling the cancel() function too:
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//
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// 1. It hasn't obtained the first lock yet, we obtain the handle.mMutex
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// lock and the other thread will stall on the first line of cancel().
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// After do_callback returns, the other thread will do nothing because
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// handle.mRunningTimer equals sTimerList.end(), exit the function and
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// (possibly) delete the callback object, but that is ok as we already
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// returned from the callback function.
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//
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// 2. It already called cancel() and hangs on the second line trying to
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// obtain sMutex.lock(). The trylock below fails and we never call the
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// callback function. We erase the running timer here and release sMutex
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// at the end, after which the other thread does nothing because
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// handle.mRunningTimer equals sTimerList.end(), exits the function and
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// (possibly) deletes the callback object.
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//
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// Note that if the other thread actually obtained the sMutex and
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// released handle.mMutex again, then we can't be here: this is still
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// inside the critical area of sMutex.
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if (handle.mMutex.tryLock()) // If this fails then another thread is in the process of cancelling this timer, so do nothing.
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{
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sMutex.unlock();
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running_timer->do_callback(); // May not throw exceptions.
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sMutex.lock();
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handle.mMutex.unlock(); // Allow other thread to return from cancel() and possibly delete the callback object.
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}
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// Erase the timer from the running list.
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sTimerList.erase(running_timer);
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}
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sMutex.unlock();
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}
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@@ -32,23 +32,108 @@
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#define AIFRAMETIMER_H
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#include "llframetimer.h"
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#include "llthread.h"
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#include <boost/signals2.hpp>
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#include <set>
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class LL_COMMON_API AIFrameTimer
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{
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private:
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F64 mExpire; // Time at which the timer expires, in seconds since application start (compared to LLFrameTimer::sFrameTime).
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static std::set<AIFrameTimer> sTimerList; // List with all running timers.
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protected:
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typedef boost::signals2::signal<void (void)> signal_type;
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friend class LLFrameTimer;
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private:
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// Use separate struct for this object because it is non-copyable.
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struct Signal {
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signal_type mSignal;
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};
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// Notes on Thread-Safety
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//
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// This is the type of the objects stored in AIFrameTimer::sTimerList, and as such leans
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// for it's thread-safety on the same lock as is used for that std::multiset as follows.
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// An arbitrary thread can create, insert and initialize this object. Other threads can
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// not access it until that has completed.
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//
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// After creation two threads can access it: the thread that created it (owns the
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// AIFrameTimer object, which has an mHandle that points to this object), or the main
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// thread by finding it in sTimerList.
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//
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// See aiframetimer.cpp for more notes.
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class AIRunningFrameTimer {
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private:
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F64 mExpire; // Time at which the timer expires, in seconds since application start (compared to LLFrameTimer::sFrameTime).
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Signal* mCallback;
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AIFrameTimer* mTimer;
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public:
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AIRunningFrameTimer(F64 expiration, AIFrameTimer* timer) : mExpire(LLFrameTimer::getElapsedSeconds() + expiration), mCallback(new Signal), mTimer(timer) { }
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~AIRunningFrameTimer() { delete mCallback; }
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void init(signal_type::slot_type const& slot) const { mCallback->mSignal.connect(slot); }
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friend bool operator<(AIRunningFrameTimer const& ft1, AIRunningFrameTimer const& ft2) { return ft1.mExpire < ft2.mExpire; }
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void do_callback(void) const { mCallback->mSignal(); }
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F64 expiration(void) const { return mExpire; }
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AIFrameTimer* getTimer(void) const { return mTimer; }
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};
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typedef std::multiset<AIRunningFrameTimer> timer_list_type;
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static LLMutex sMutex; // Mutex for the two global variables below.
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static timer_list_type sTimerList; // List with all running timers.
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static F64 sNextExpiration; // Cache of smallest value in sTimerList.
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friend class LLFrameTimer; // Access to sNextExpiration.
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class Handle {
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public:
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timer_list_type::iterator mRunningTimer; // Points to the running timer, or to sTimerList.end() when not running.
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// Access to this iterator is protected by the AIFrameTimer::sMutex!
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LLMutex mMutex; // A mutex used to protect us from deletion of the callback object while
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// calling the callback function in the case of simultaneous expiration
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// and cancellation by the thread owning the AIFrameTimer (by calling
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// AIFrameTimer::cancel).
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// Construction for a not-running timer.
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Handle(void) : mRunningTimer(sTimerList.end()) { }
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// Actual initialization used by AIFrameTimer::create.
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void init(timer_list_type::iterator const& running_timer, signal_type::slot_type const& slot)
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{
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// Locking AIFrameTimer::sMutex is not neccessary here, because we're creating
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// the object and no other thread knows of mRunningTimer at this point.
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mRunningTimer = running_timer;
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mRunningTimer->init(slot);
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}
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private:
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// LLMutex has no assignment operator.
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Handle& operator=(Handle const&) { return *this; }
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};
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Handle mHandle;
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public:
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AIFrameTimer(F64 expiration) : mExpire(LLFrameTimer::getElapsedSeconds() + expiration) { }
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// Construct an AIFrameTimer that is not initialized.
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//
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// The call to end() is deliberately not put inside a critical area because it's a read-only
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// operation on something that is never written to while there are threads.
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AIFrameTimer(void) { }
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// Construction of a running AIFrameTimer with expiration time expiration in seconds, and callback slot.
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AIFrameTimer(F64 expiration, signal_type::slot_type const& slot) { create(expiration, slot); }
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// Destructing the AIFrameTimer object terminates the running timer (if still running).
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// Note that cancel() must have returned BEFORE anything is destructed that would disallow the callback function to be called.
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// So, if the AIFrameTimer is a member of an object whose callback function is called then cancel() has
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// be called manually (or from the destructor of THAT object), before that object is destructed.
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// Cancel may be called multiple times.
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~AIFrameTimer() { cancel(); }
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void create(F64 expiration, signal_type::slot_type const& slot);
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void cancel(void);
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protected:
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static void handleExpiration(F64 current_frame_time);
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friend bool operator<(AIFrameTimer const& ft1, AIFrameTimer const& ft2) { return ft1.mExpire < ft2.mExpire; }
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};
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#endif
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@@ -41,6 +41,7 @@
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// Local constants.
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static F64 const USEC_PER_SECOND = 1000000.0;
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static F64 const USEC_TO_SEC_F64 = 0.000001;
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static F64 const NEVER = 1e16;
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// Static members
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U64 const LLFrameTimer::sStartTotalTime = totalTime(); // Application start in microseconds since epoch.
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@@ -59,6 +60,7 @@ apr_thread_mutex_t* LLFrameTimer::sGlobalMutex;
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void LLFrameTimer::global_initialization(void)
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{
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apr_thread_mutex_create(&sGlobalMutex, APR_THREAD_MUTEX_UNNESTED, AIAPRRootPool::get()());
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AIFrameTimer::sNextExpiration = NEVER;
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}
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// static
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