Refactor GameThreadPool for improved thread-safety and lifecycle management
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@@ -8,6 +8,7 @@
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#include <future>
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#include <atomic>
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#include <memory>
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#include <mutex>
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class CGameThreadPool : public CSingleton<CGameThreadPool>
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{
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@@ -35,30 +36,29 @@ public:
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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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bool IsInitialized() const { return m_bInitialized.load(std::memory_order_acquire); }
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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::mutex queueMutex; // Mutex to protect SPSC queue from multiple producers
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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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: 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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void WorkerThreadProc(TWorkerThread* pWorker);
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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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mutable std::mutex m_lifecycleMutex; // Protects initialization/destruction
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static const size_t QUEUE_SIZE = 8192;
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};
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@@ -67,9 +67,14 @@ private:
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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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// Lock to ensure thread pool isn't being destroyed
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std::unique_lock<std::mutex> lock(m_lifecycleMutex);
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if (!m_bInitialized.load(std::memory_order_acquire))
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{
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// If not initialized, execute on calling thread
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lock.unlock(); // No need to hold lock
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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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@@ -109,10 +114,24 @@ std::future<void> CGameThreadPool::Enqueue(TFunc&& func)
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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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// Increment task count before pushing
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pWorker->uTaskCount.fetch_add(1, std::memory_order_relaxed);
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// Try to enqueue the task with mutex protection for SPSC queue
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bool bPushed = false;
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{
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// Queue is full, execute on calling thread as fallback
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std::lock_guard<std::mutex> queueLock(pWorker->queueMutex);
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bPushed = pWorker->pTaskQueue->Push(std::move(task));
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}
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if (!bPushed)
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{
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// Queue is full, decrement count and execute on calling thread as fallback
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pWorker->uTaskCount.fetch_sub(1, std::memory_order_relaxed);
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// Release lifecycle lock before executing task
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lock.unlock();
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try
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{
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(*pFunc)();
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@@ -123,10 +142,6 @@ std::future<void> CGameThreadPool::Enqueue(TFunc&& func)
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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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