forked from metin-server/m2dev-client-src
add GameThreadPool
This commit is contained in:
158
src/EterLib/GameThreadPool.cpp
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158
src/EterLib/GameThreadPool.cpp
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@@ -0,0 +1,158 @@
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#include "StdAfx.h"
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#include "GameThreadPool.h"
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CGameThreadPool::CGameThreadPool()
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: m_bShutdown(false)
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, m_bInitialized(false)
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, m_iNextWorkerIndex(0)
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{
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}
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CGameThreadPool::~CGameThreadPool()
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{
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Destroy();
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}
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void CGameThreadPool::Initialize(int iWorkerCount)
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{
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if (m_bInitialized)
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{
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TraceError("CGameThreadPool::Initialize - Already initialized!");
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return;
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}
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// Determine worker count
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if (iWorkerCount <= 0)
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{
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iWorkerCount = static_cast<int>(std::thread::hardware_concurrency());
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if (iWorkerCount <= 0)
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iWorkerCount = 4; // Fallback to 4 workers
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}
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// Clamp worker count to reasonable range
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iWorkerCount = std::max(2, std::min(16, iWorkerCount));
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Tracef("CGameThreadPool::Initialize - Creating %d worker threads\n", iWorkerCount);
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m_bShutdown.store(false, std::memory_order_release);
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m_workers.reserve(iWorkerCount);
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// Initialize each worker
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for (int i = 0; i < iWorkerCount; ++i)
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{
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std::unique_ptr<TWorkerThread> pWorker(new TWorkerThread());
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pWorker->pTaskQueue.reset(new SPSCQueue<TTask>(QUEUE_SIZE));
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pWorker->bBusy.store(false, std::memory_order_relaxed);
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pWorker->uTaskCount.store(0, std::memory_order_relaxed);
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pWorker->thread = std::thread(&CGameThreadPool::WorkerThreadProc, this, i);
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m_workers.push_back(std::move(pWorker));
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}
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m_bInitialized.store(true, std::memory_order_release);
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}
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void CGameThreadPool::Destroy()
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{
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if (!m_bInitialized)
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return;
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Tracef("CGameThreadPool::Destroy - Shutting down %d worker threads\n", GetWorkerCount());
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m_bShutdown.store(true, std::memory_order_release);
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m_bInitialized.store(false, std::memory_order_release);
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// Join all worker threads
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for (auto& pWorker : m_workers)
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{
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if (pWorker->thread.joinable())
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pWorker->thread.join();
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}
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m_workers.clear();
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}
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void CGameThreadPool::WorkerThreadProc(int iWorkerIndex)
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{
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TWorkerThread* pWorker = m_workers[iWorkerIndex].get();
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int iIdleCount = 0;
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while (!m_bShutdown.load(std::memory_order_acquire))
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{
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TTask task;
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if (pWorker->pTaskQueue->Pop(task))
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{
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pWorker->bBusy.store(true, std::memory_order_relaxed);
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iIdleCount = 0;
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// Execute the task
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try
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{
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task();
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}
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catch (const std::exception& e)
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{
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TraceError("CGameThreadPool::WorkerThreadProc - Exception in worker %d: %s", iWorkerIndex, e.what());
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}
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catch (...)
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{
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TraceError("CGameThreadPool::WorkerThreadProc - Unknown exception in worker %d", iWorkerIndex);
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}
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pWorker->uTaskCount.fetch_sub(1, std::memory_order_relaxed);
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pWorker->bBusy.store(false, std::memory_order_relaxed);
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}
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else
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{
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// No work available - idle strategy
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++iIdleCount;
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if (iIdleCount < 100)
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{
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// Spin briefly for immediate work
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std::this_thread::yield();
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}
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else if (iIdleCount < 1000)
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{
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// Short sleep for moderate idle
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std::this_thread::sleep_for(std::chrono::microseconds(10));
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}
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else
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{
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// Longer sleep for extended idle
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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}
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}
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int CGameThreadPool::SelectLeastBusyWorker() const
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{
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if (m_workers.empty())
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return 0;
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// Simple load balancing: find worker with least pending tasks
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int iBestWorker = 0;
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uint32_t uMinTasks = m_workers[0]->uTaskCount.load(std::memory_order_relaxed);
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for (size_t i = 1; i < m_workers.size(); ++i)
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{
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uint32_t uTasks = m_workers[i]->uTaskCount.load(std::memory_order_relaxed);
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if (uTasks < uMinTasks)
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{
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uMinTasks = uTasks;
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iBestWorker = static_cast<int>(i);
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}
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}
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return iBestWorker;
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}
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size_t CGameThreadPool::GetPendingTaskCount() const
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{
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size_t uTotal = 0;
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for (const auto& pWorker : m_workers)
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{
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uTotal += pWorker->uTaskCount.load(std::memory_order_relaxed);
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}
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return uTotal;
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}
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132
src/EterLib/GameThreadPool.h
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132
src/EterLib/GameThreadPool.h
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@@ -0,0 +1,132 @@
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#pragma once
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#include "SPSCQueue.h"
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#include "EterBase/Singleton.h"
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#include <thread>
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#include <vector>
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#include <functional>
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#include <future>
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#include <atomic>
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#include <memory>
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class CGameThreadPool : public CSingleton<CGameThreadPool>
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{
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public:
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using TTask = std::function<void()>;
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CGameThreadPool();
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~CGameThreadPool();
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// Initialize thread pool with specified worker count
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// If count <= 0, uses hardware_concurrency
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void Initialize(int iWorkerCount = -1);
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// Shutdown and join all worker threads
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void Destroy();
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// Enqueue a task and get a future to track completion
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template<typename TFunc>
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std::future<void> Enqueue(TFunc&& func);
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// Get number of active workers
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int GetWorkerCount() const { return static_cast<int>(m_workers.size()); }
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// Get approximate number of pending tasks across all queues
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size_t GetPendingTaskCount() const;
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// Check if pool is initialized
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bool IsInitialized() const { return m_bInitialized; }
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private:
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struct TWorkerThread
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{
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std::thread thread;
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std::unique_ptr<SPSCQueue<TTask>> pTaskQueue;
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std::atomic<bool> bBusy;
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std::atomic<uint32_t> uTaskCount;
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TWorkerThread()
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: bBusy(false)
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, uTaskCount(0)
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{
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}
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};
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void WorkerThreadProc(int iWorkerIndex);
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int SelectLeastBusyWorker() const;
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std::vector<std::unique_ptr<TWorkerThread>> m_workers;
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std::atomic<bool> m_bShutdown;
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std::atomic<bool> m_bInitialized;
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std::atomic<int> m_iNextWorkerIndex; // For round-robin distribution
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static const size_t QUEUE_SIZE = 8192;
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};
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// Template implementation
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template<typename TFunc>
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std::future<void> CGameThreadPool::Enqueue(TFunc&& func)
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{
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if (!m_bInitialized)
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{
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// If not initialized, execute on calling thread
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auto promise = std::make_shared<std::promise<void>>();
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auto future = promise->get_future();
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try
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{
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func();
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promise->set_value();
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}
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catch (...)
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{
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promise->set_exception(std::current_exception());
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}
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return future;
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}
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// Create a promise to track task completion
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auto promise = std::make_shared<std::promise<void>>();
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auto future = promise->get_future();
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// Wrap function in shared_ptr to avoid move issues with std::function
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auto pFunc = std::make_shared<typename std::decay<TFunc>::type>(std::forward<TFunc>(func));
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// Wrap the task with promise completion
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TTask task = [promise, pFunc]()
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{
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try
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{
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(*pFunc)();
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promise->set_value();
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}
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catch (...)
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{
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promise->set_exception(std::current_exception());
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}
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};
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// Select worker with least load
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int iWorkerIndex = SelectLeastBusyWorker();
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TWorkerThread* pWorker = m_workers[iWorkerIndex].get();
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// Try to enqueue the task
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if (!pWorker->pTaskQueue->Push(std::move(task)))
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{
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// Queue is full, execute on calling thread as fallback
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try
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{
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(*pFunc)();
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promise->set_value();
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}
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catch (...)
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{
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promise->set_exception(std::current_exception());
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}
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}
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else
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{
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pWorker->uTaskCount.fetch_add(1, std::memory_order_relaxed);
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}
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return future;
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}
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@@ -252,6 +252,9 @@ void CResourceManager::RegisterResourceNewFunctionByTypePointer(int iType, CReso
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CResource * CResourceManager::InsertResourcePointer(DWORD dwFileCRC, CResource* pResource)
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{
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// Thread-safe check and insert
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std::lock_guard<std::mutex> lock(m_ResourceMapMutex);
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TResourcePointerMap::iterator itor = m_pResMap.find(dwFileCRC);
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if (m_pResMap.end() != itor)
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@@ -7,6 +7,7 @@
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#include <set>
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#include <map>
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#include <string>
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#include <mutex>
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class CTextureCache;
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@@ -76,6 +77,8 @@ class CResourceManager : public CSingleton<CResourceManager>
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static CFileLoaderThread ms_loadingThread;
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CFileLoaderThreadPool* m_pLoaderThreadPool;
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CTextureCache* m_pTextureCache;
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mutable std::mutex m_ResourceMapMutex; // Thread-safe resource map access
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};
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extern int g_iLoadingDelayTime;
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