Files
FlaxEngine/Source/Engine/Platform/Base/ThreadBase.h
2024-02-26 19:00:48 +01:00

113 lines
2.7 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Object.h"
#include "Engine/Core/Types/String.h"
#include "Engine/Core/NonCopyable.h"
#include "Engine/Core/Delegate.h"
class IRunnable;
/// <summary>
/// Base class for thread objects.
/// </summary>
/// <remarks>Ensure to call Kill or Join before deleting thread object.</remarks>
class FLAXENGINE_API ThreadBase : public Object, public NonCopyable
{
public:
/// <summary>
/// The custom event called before thread execution just after startup. Can be used to setup per-thread state or data. Argument is: thread handle.
/// </summary>
static Delegate<Thread*> ThreadStarting;
/// <summary>
/// The custom event called after thread execution just before exit. Can be used to cleanup per-thread state or data. Arguments are: thread handle and exit code.
/// </summary>
static Delegate<Thread*, int32> ThreadExiting;
protected:
IRunnable* _runnable;
#if BUILD_DEBUG
String _runnableName;
#endif
ThreadPriority _priority;
String _name;
uint64 _id;
bool _isRunning;
bool _callAfterWork;
ThreadBase(IRunnable* runnable, const String& name, ThreadPriority priority);
public:
/// <summary>
/// Gets priority level of the thread.
/// </summary>
FORCE_INLINE ThreadPriority GetPriority() const
{
return _priority;
}
/// <summary>
/// Sets priority level of the thread
/// </summary>
/// <param name="priority">The thread priority to change to.</param>
void SetPriority(ThreadPriority priority);
/// <summary>
/// Gets thread ID
/// </summary>
FORCE_INLINE uint64 GetID() const
{
return _id;
}
/// <summary>
/// Gets thread running state.
/// </summary>
FORCE_INLINE bool IsRunning() const
{
return _isRunning;
}
/// <summary>
/// Gets name of the thread.
/// </summary>
FORCE_INLINE const String& GetName() const
{
return _name;
}
public:
/// <summary>
/// Aborts the thread execution by force.
/// </summary>
/// <param name="waitForJoin">True if should wait for thread end, otherwise false.</param>
void Kill(bool waitForJoin = false);
/// <summary>
/// Stops the current thread execution and waits for the thread execution end.
/// </summary>
virtual void Join() = 0;
protected:
int32 Run();
virtual void ClearHandleInternal() = 0;
virtual void SetPriorityInternal(ThreadPriority priority) = 0;
virtual void KillInternal(bool waitForJoin) = 0;
public:
// [Object]
String ToString() const override
{
return _name;
}
};