179 lines
5.8 KiB
C++
179 lines
5.8 KiB
C++
/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
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/*
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* Copyright (c) 2008 INRIA
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation;
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Author: Mathieu Lacage <mathieu.lacage.inria.fr>
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*/
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#ifndef SYSTEM_THREAD_H
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#define SYSTEM_THREAD_H
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#include "ns3/core-config.h"
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#include "callback.h"
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#ifdef HAVE_PTHREAD_H
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#include <pthread.h>
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#endif /* HAVE_PTHREAD_H */
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/**
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* @file
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* @ingroup thread
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* System-independent thread class ns3::SystemThread declaration.
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*/
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namespace ns3 {
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/**
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* @ingroup thread
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* @brief A class which provides a relatively platform-independent thread
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* primitive.
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*
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* This class allows for creation of multiple threads of execution in a
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* process. The exact implementation of the thread functionality is
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* operating system dependent, but typically in ns-3 one is using an
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* environment in which Posix Threads are supported (either natively or
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* in the case of Windows via Cygwin's implementation of pthreads on the
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* Win32 API. In either case we expect that these will be kernel-level
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* threads and therefore a system with multiple CPUs will see truly concurrent
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* execution.
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*
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* Synchronization between threads is provided via the SystemMutex class.
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*
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* See @ref main-test-sync.cc for example usage.
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*/
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class SystemThread : public SimpleRefCount<SystemThread>
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{
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public:
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#ifdef HAVE_PTHREAD_H
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/** Type alias for the system-dependent thread object. */
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typedef pthread_t ThreadId;
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#endif
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/**
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* @brief Create a SystemThread object.
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*
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* A system thread object is not created running. A thread of execution
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* must be explicitly started by calling the Start method. When the
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* Start method is called, it will spawn a thread of execution and cause
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* that thread to call out into the callback function provided here as
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* a parameter.
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*
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* Like all ns-3 callbacks, the provided callback may refer to a function
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* or a method of an object depending on how the MakeCallback function is
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* used.
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*
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* The most common use is expected to be creating a thread of execution in
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* a method. In this case you would use code similar to,
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* @code
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* MyClass myObject;
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* Ptr<SystemThread> st = Create<SystemThread> (
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* MakeCallback (&MyClass::MyMethod, &myObject));
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* st->Start ();
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* @endcode
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*
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* The SystemThread is passed a callback that calls out to the function
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* @c MyClass::MyMethod. When this function is called, it is called as an
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* object method on the @c myObject object. Essentially what you are doing
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* is asking the SystemThread to call @c object->MyMethod() in a new thread
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* of execution.
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*
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* If starting a thread in your currently executing object, you can use the
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* "this" pointer:
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* @code
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* Ptr<SystemThread> st = Create<SystemThread> (
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* MakeCallback (&MyClass::MyMethod, this));
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* st->Start ();
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* @endcode
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*
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* Object lifetime is always an issue with threads, so it is common to use
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* smart pointers. If you are spinning up a thread in an object that is
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* managed by a smart pointer, you can use that pointer directly:
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* @code
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* Ptr<MyClass> myPtr = Create<MyClass> ();
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* Ptr<SystemThread> st = Create<SystemThread> (
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* MakeCallback (&MyClass::MyMethod, myPtr));
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* st->Start ();
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* @endcode
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*
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* Just like any thread, you can synchronize with its termination. The
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* method provided to do this is Join(). If you call Join() you will block
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* until the SystemThread run method returns.
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*
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* @param [in] callback entry point of the thread
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*
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* @warning I've made the system thread class look like a normal ns3 object
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* with smart pointers, and living in the heap. This makes it very easy to
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* manage threads from a single master thread context. You should be very
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* aware though that I have not made Ptr multithread safe! This means that
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* if you pass Ptr<SystemThread> around in a multithreaded environment, it is
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* possible that the reference count will get messed up since it is not an
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* atomic operation. CREATE AND MANAGE YOUR THREADS IN ONE PLACE -- LEAVE
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* THE PTR THERE.
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*/
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SystemThread(Callback<void> callback);
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/**
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* @brief Destroy a SystemThread object.
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*
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*/
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~SystemThread();
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/**
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* @brief Start a thread of execution, running the provided callback.
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*/
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void Start (void);
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/**
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* @brief Suspend the caller until the thread of execution, running the
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* provided callback, finishes.
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*/
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void Join (void);
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/**
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* @brief Returns the current thread Id.
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*
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* @returns Current thread Id.
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*/
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static ThreadId Self(void);
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/**
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* @brief Compares an ThreadId with the current ThreadId .
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*
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* @param [in] id The ThreadId to compare to.
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* @returns @c true if @c id matches the current ThreadId.
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*/
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static bool Equals(ThreadId id);
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private:
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#ifdef HAVE_PTHREAD_H
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/**
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* Invoke the callback in the new thread.
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*
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* @param [in] arg This SystemThread instance to communicate to the newly
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* launched thread.
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*/
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static void *DoRun (void *arg);
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Callback<void> m_callback; /**< The main function for this thread when launched. */
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pthread_t m_thread; /**< The thread id of the child thread. */
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#endif
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};
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} // namespace ns3
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#endif /* SYSTEM_THREAD_H */
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