rexglue-skate3/src/core/timer_queue.cpp

209 lines
8 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <algorithm>
#include <forward_list>
#include <disruptorplus/blocking_wait_strategy.hpp>
#include <disruptorplus/multi_threaded_claim_strategy.hpp>
#include <disruptorplus/ring_buffer.hpp>
#include <disruptorplus/sequence_barrier.hpp>
#include <rex/assert.h>
#include <rex/thread.h>
#include <rex/thread/timer_queue.h>
namespace dp = disruptorplus;
namespace rex::thread {
using WaitItem = TimerQueueWaitItem;
class TimerQueue {
public:
using clock = WaitItem::clock;
static_assert(clock::is_steady);
public:
TimerQueue()
: buffer_(kWaitCount),
wait_strategy_(),
claim_strategy_(kWaitCount, wait_strategy_),
consumed_(wait_strategy_) {
claim_strategy_.add_claim_barrier(consumed_);
dispatch_thread_ =
std::jthread([this](std::stop_token stop_token) { TimerThreadMain(stop_token); });
}
~TimerQueue() {
dispatch_thread_.request_stop();
// Kick dispatch thread to check stop token
auto wait_item = std::make_shared<WaitItem>(nullptr, nullptr, this, clock::time_point::min(),
clock::duration::zero());
wait_item->Disarm();
QueueTimer(std::move(wait_item));
// std::jthread auto-joins on destruction
}
void TimerThreadMain(std::stop_token stop_token) {
dp::sequence_t next_sequence = 0;
const auto comp = [](const std::shared_ptr<WaitItem>& left,
const std::shared_ptr<WaitItem>& right) {
return left->due_ < right->due_;
};
set_current_thread_name("rex::thread::TimerQueue");
while (!stop_token.stop_requested()) {
{
// Consume new wait items and add them to sorted wait queue
dp::sequence_t available = claim_strategy_.wait_until_published(
next_sequence, next_sequence - 1,
wait_queue_.empty() ? clock::time_point::max() : wait_queue_.front()->due_);
// Check for timeout
if (available != next_sequence - 1) {
std::forward_list<std::shared_ptr<WaitItem>> wait_items;
do {
wait_items.push_front(std::move(buffer_[next_sequence]));
} while (next_sequence++ != available);
consumed_.publish(available);
wait_items.sort(comp);
wait_queue_.merge(wait_items, comp);
}
}
{
// Check wait queue, invoke callbacks and reschedule
std::forward_list<std::shared_ptr<WaitItem>> wait_items;
while (!wait_queue_.empty() && wait_queue_.front()->due_ <= clock::now()) {
auto wait_item = std::move(wait_queue_.front());
wait_queue_.pop_front();
// Ensure that it isn't disarmed
auto state = WaitItem::State::kIdle;
if (wait_item->state_.compare_exchange_strong(state, WaitItem::State::kInCallback,
std::memory_order_acq_rel)) {
// Possibility to dispatch to a thread pool here
assert_not_null(wait_item->callback_);
wait_item->callback_(wait_item->userdata_);
if (wait_item->interval_ != clock::duration::zero() &&
wait_item->state_.load(std::memory_order_acquire) !=
WaitItem::State::kInCallbackSelfDisarmed) {
// Item is recurring and didn't self-disarm during callback:
wait_item->due_ += wait_item->interval_;
wait_item->state_.store(WaitItem::State::kIdle, std::memory_order_release);
wait_item->state_.notify_all();
wait_items.push_front(std::move(wait_item));
} else {
wait_item->state_.store(WaitItem::State::kDisarmed, std::memory_order_release);
wait_item->state_.notify_all();
}
} else {
// Specifically, kInCallback is illegal here
assert_true(WaitItem::State::kDisarmed == state);
}
}
wait_items.sort(comp);
wait_queue_.merge(wait_items, comp);
}
}
}
std::weak_ptr<WaitItem> QueueTimer(std::shared_ptr<WaitItem> wait_item) {
auto wait_item_weak = std::weak_ptr<WaitItem>(wait_item);
// Mitigate callback flooding
wait_item->due_ = std::max(clock::now() - wait_item->interval_, wait_item->due_);
auto sequence = claim_strategy_.claim_one();
buffer_[sequence] = std::move(wait_item);
claim_strategy_.publish(sequence);
return wait_item_weak;
}
std::jthread::id dispatch_thread_id() const { return dispatch_thread_.get_id(); }
private:
// This ring buffer will be used to introduce timers queued by the public API
static constexpr size_t kWaitCount = 512;
dp::ring_buffer<std::shared_ptr<WaitItem>> buffer_;
// Blocking (condition-variable) waits, not the spin strategy: the dispatch
// thread waits with a deadline of the next timer due time, and with a spin
// strategy that wait yield-spins for the whole interval, permanently
// burning most of a core while any guest timer is pending. Guest timers
// need millisecond-class dispatch precision, which a condition variable
// delivers comfortably.
dp::blocking_wait_strategy wait_strategy_;
dp::multi_threaded_claim_strategy<dp::blocking_wait_strategy> claim_strategy_;
dp::sequence_barrier<dp::blocking_wait_strategy> consumed_;
// This is a _sorted_ (ascending due_) list of active timers managed by a
// dedicated thread
std::forward_list<std::shared_ptr<WaitItem>> wait_queue_;
std::jthread dispatch_thread_;
};
rex::thread::TimerQueue timer_queue_;
void TimerQueueWaitItem::Disarm() {
State state;
// Special case for calling from a callback itself
if (std::this_thread::get_id() == parent_queue_->dispatch_thread_id()) {
state = State::kInCallback;
if (state_.compare_exchange_strong(state, State::kInCallbackSelfDisarmed,
std::memory_order_acq_rel)) {
// If we are self disarming from the callback set this special state and
// exit
return;
}
// Normal case can handle the rest
}
state = State::kIdle;
// Classes which hold WaitItems will often call Disarm() to cancel them during
// destruction. This may lead to race conditions when the dispatch thread
// executes a callback which accesses memory that is freed simultaneously due
// to this. Therefore, we need to guarantee that no callbacks will be running
// once Disarm() has returned.
while (!state_.compare_exchange_weak(state, State::kDisarmed, std::memory_order_acq_rel)) {
if (state == State::kDisarmed) {
break;
}
if (state == State::kInCallback || state == State::kInCallbackSelfDisarmed) {
// Wait for callback to complete - dispatch thread will notify
state_.wait(state, std::memory_order_acquire);
}
state = State::kIdle;
}
}
std::weak_ptr<WaitItem> QueueTimerOnce(std::move_only_function<void(void*)> callback,
void* userdata, WaitItem::clock::time_point due) {
return timer_queue_.QueueTimer(std::make_shared<WaitItem>(
std::move(callback), userdata, &timer_queue_, due, WaitItem::clock::duration::zero()));
}
std::weak_ptr<WaitItem> QueueTimerRecurring(std::move_only_function<void(void*)> callback,
void* userdata, WaitItem::clock::time_point due,
WaitItem::clock::duration interval) {
return timer_queue_.QueueTimer(
std::make_shared<WaitItem>(std::move(callback), userdata, &timer_queue_, due, interval));
}
} // namespace rex::thread