add GameThreadPool
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132
src/EterLib/GameThreadPool.h
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132
src/EterLib/GameThreadPool.h
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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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