core/thread/ThreadWorker.cpp
author Michael McKoy <ferret99gt@gmail.com>
Sat Nov 24 03:28:33 2007 +0000 (2007-11-24)
changeset 1719 c9d5e55f0899
parent 1330 ab94316bb52b
child 1947 e73a1e51833b
permissions -rw-r--r--
The current map played shouldn't appear in MapChooser votes or RTV votes now. It can still be nominated in RTV though.
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/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod
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 * Copyright (C) 2004-2007 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#include "ThreadWorker.h"
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ThreadWorker::ThreadWorker(IThreadWorkerCallbacks *hooks) : BaseWorker(hooks),
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	m_Threader(NULL),
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	m_QueueLock(NULL),
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	m_StateLock(NULL),
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	m_PauseSignal(NULL),
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	m_AddSignal(NULL),
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	me(NULL),
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	m_think_time(DEFAULT_THINK_TIME_MS)
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{
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	m_state = Worker_Invalid;
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}
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ThreadWorker::ThreadWorker(IThreadWorkerCallbacks *hooks, IThreader *pThreader, unsigned int thinktime) : 
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	BaseWorker(hooks),
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	m_Threader(pThreader),
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	m_QueueLock(NULL),
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	m_StateLock(NULL),
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	m_PauseSignal(NULL),
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	m_AddSignal(NULL),
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	me(NULL),
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	m_think_time(thinktime)
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{
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	if (m_Threader)
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	{
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		m_state = Worker_Stopped;
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	} else {
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		m_state = Worker_Invalid;
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	}
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}
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ThreadWorker::~ThreadWorker()
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{
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	if (m_state != Worker_Stopped || m_state != Worker_Invalid)
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	{
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		Stop(true);
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	}
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	if (m_ThreadQueue.size())
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	{
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		Flush(true);
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	}
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}
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void ThreadWorker::OnTerminate(IThreadHandle *pHandle, bool cancel)
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{
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	//we don't particularly care
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	return;
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}
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void ThreadWorker::RunThread(IThreadHandle *pHandle)
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{
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	WorkerState this_state = Worker_Running;
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	size_t num;
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	if (m_pHooks)
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	{
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		m_pHooks->OnWorkerStart(this);
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	}
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	while (true)
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	{
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		/**
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		 * Check number of items in the queue
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		 */
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		m_StateLock->Lock();
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		this_state = m_state;
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		m_StateLock->Unlock();
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		if (this_state != Worker_Stopped)
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		{
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			m_QueueLock->Lock();
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			num = m_ThreadQueue.size();
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			if (!num)
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			{
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				/** 
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				 * if none, wait for an item
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				 */
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				m_Waiting = true;
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				m_QueueLock->Unlock();
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				/* first check if we should end again */
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				if (this_state == Worker_Stopped)
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				{
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					break;
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				}
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				m_AddSignal->Wait();
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				m_Waiting = false;
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			} else {
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				m_QueueLock->Unlock();
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			}
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		}
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		m_StateLock->Lock();
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		this_state = m_state;
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		m_StateLock->Unlock();
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		if (this_state != Worker_Running)
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		{
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			if (this_state == Worker_Paused || this_state == Worker_Stopped)
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			{
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				//wait until the lock is cleared.
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				if (this_state == Worker_Paused)
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				{
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					m_PauseSignal->Wait();
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				}
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				if (this_state == Worker_Stopped)
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				{
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					//if we're supposed to flush cleanrly, 
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					// run all of the remaining frames first.
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					if (!m_FlushType)
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					{
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						while (m_ThreadQueue.size())
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						{
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							RunFrame();
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						}
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					}
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					break;
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				}
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			}
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		}
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		/**
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		 * Run the frame.
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		 */
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		RunFrame();
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		/**
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		 * wait in between threads if specified
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		 */
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		if (m_think_time)
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		{
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			m_Threader->ThreadSleep(m_think_time);
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		}
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	}
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	if (m_pHooks)
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	{
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		m_pHooks->OnWorkerStop(this);
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	}
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}
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SWThreadHandle *ThreadWorker::PopThreadFromQueue()
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{
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	if (m_state <= Worker_Stopped && !m_QueueLock)
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	{
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		return NULL;
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	}
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	SWThreadHandle *swt;
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	m_QueueLock->Lock();
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	swt = BaseWorker::PopThreadFromQueue();
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	m_QueueLock->Unlock();
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	return swt;
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}
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void ThreadWorker::AddThreadToQueue(SWThreadHandle *pHandle)
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{
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	if (m_state <= Worker_Stopped)
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	{
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		return;
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	}
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	m_QueueLock->Lock();
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	BaseWorker::AddThreadToQueue(pHandle);
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	if (m_Waiting)
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	{
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		m_AddSignal->Signal();
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	}
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	m_QueueLock->Unlock();
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}
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WorkerState ThreadWorker::GetStatus(unsigned int *threads)
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{
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	WorkerState state;
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	m_StateLock->Lock();
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	state = BaseWorker::GetStatus(threads);
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	m_StateLock->Unlock();
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	return state;
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}
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bool ThreadWorker::Start()
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{
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	if (m_state == Worker_Invalid)
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	{
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		if (m_Threader == NULL)
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		{
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			return false;
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		}
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	} else if (m_state != Worker_Stopped) {
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		return false;
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	}
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	m_Waiting = false;
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	m_QueueLock = m_Threader->MakeMutex();
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	m_StateLock = m_Threader->MakeMutex();
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	m_PauseSignal = m_Threader->MakeEventSignal();
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	m_AddSignal = m_Threader->MakeEventSignal();
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	m_state = Worker_Running;
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	ThreadParams pt;
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	pt.flags = Thread_Default;
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	pt.prio = ThreadPrio_Normal;
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	me = m_Threader->MakeThread(this, &pt);
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	return true;
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}
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bool ThreadWorker::Stop(bool flush_cancel)
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{
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	if (m_state == Worker_Invalid || m_state == Worker_Stopped)
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	{
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		return false;
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	}
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	WorkerState oldstate;
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	//set new state
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	m_StateLock->Lock();
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	oldstate = m_state;
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	m_state = Worker_Stopped;
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	m_FlushType = flush_cancel;
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	m_StateLock->Unlock();
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	if (oldstate == Worker_Paused)
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	{
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		Unpause();
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	} else {
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		m_QueueLock->Lock();
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		if (m_Waiting)
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		{
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			m_AddSignal->Signal();
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		}
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		m_QueueLock->Unlock();
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	}
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	me->WaitForThread();
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	//destroy it
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	me->DestroyThis();
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	//flush all remaining events
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	Flush(true);
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	//free mutex locks
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	m_QueueLock->DestroyThis();
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	m_StateLock->DestroyThis();
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	m_PauseSignal->DestroyThis();
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	m_AddSignal->DestroyThis();
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	//invalidizzle
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	m_QueueLock = NULL;
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	m_StateLock = NULL;
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	m_PauseSignal = NULL;
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	m_AddSignal = NULL;
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	me = NULL;
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	return true;
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}
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bool ThreadWorker::Pause()
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{
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	if (m_state != Worker_Running)
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	{
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		return false;
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	}
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	m_StateLock->Lock();
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	m_state = Worker_Paused;
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	m_StateLock->Unlock();
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	return true;
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}
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bool ThreadWorker::Unpause()
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{
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	if (m_state != Worker_Paused)
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	{
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		return false;
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	}
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	m_StateLock->Lock();
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	m_state = Worker_Running;
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	m_StateLock->Unlock();
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	m_PauseSignal->Signal();
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	if (m_Waiting)
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	{
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		m_AddSignal->Signal();
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	}
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	return true;
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}