mirror of
https://github.com/mudita/MuditaOS.git
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208 lines
5.4 KiB
C++
208 lines
5.4 KiB
C++
/****************************************************************************
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*
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* Copyright (c) 2017, Michael Becker (michael.f.becker@gmail.com)
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*
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* This file is part of the FreeRTOS Add-ons project.
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*
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* Source Code:
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* https://github.com/michaelbecker/freertos-addons
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*
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* Project Page:
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* http://michaelbecker.github.io/freertos-addons/
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*
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* On-line Documentation:
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* http://michaelbecker.github.io/freertos-addons/docs/html/index.html
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files
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* (the "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so,subject to the
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* following conditions:
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*
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* + The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* + Credit is appreciated, but not required, if you find this project
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* useful enough to include in your application, product, device, etc.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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***************************************************************************/
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#include "workqueue.hpp"
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using namespace cpp_freertos;
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WorkItem::WorkItem(bool freeAfterComplete)
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: FreeItemAfterCompleted(freeAfterComplete)
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{
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}
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WorkItem::~WorkItem()
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{
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}
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bool WorkItem::FreeAfterRun()
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{
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return FreeItemAfterCompleted;
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}
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WorkQueue::WorkQueue( const char * const Name,
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uint16_t StackDepth,
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UBaseType_t Priority,
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UBaseType_t maxWorkItems)
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{
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//
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// Build the Queue first, since the Thread is going to access
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// it as soon as it can, maybe before we leave this ctor.
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//
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WorkItemQueue = new Queue(maxWorkItems, sizeof(WorkItem *));
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ThreadComplete = new BinarySemaphore();
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WorkerThread = new CWorkerThread(Name, StackDepth, Priority, this);
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//
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// Our ctor chain is complete, we can start.
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//
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WorkerThread->Start();
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}
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WorkQueue::WorkQueue( uint16_t StackDepth,
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UBaseType_t Priority,
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UBaseType_t maxWorkItems)
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{
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//
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// Build the Queue first, since the Thread is going to access
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// it as soon as it can, maybe before we leave this ctor.
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//
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WorkItemQueue = new Queue(maxWorkItems, sizeof(WorkItem *));
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ThreadComplete = new BinarySemaphore();
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WorkerThread = new CWorkerThread(StackDepth, Priority, this);
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//
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// Our ctor chain is complete, we can start.
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//
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WorkerThread->Start();
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}
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#if (INCLUDE_vTaskDelete == 1)
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WorkQueue::~WorkQueue()
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{
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//
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// This dtor is tricky, because of the multiple objects in
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// play, and the multithreaded nature of this specific object.
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//
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//
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// Note that we cannot flush the queue. If there are items
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// in the queue maked freeAfterComplete, we would leak the
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// memory.
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//
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//
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// Send a message that it's time to cleanup.
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//
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WorkItem *work = NULL;
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WorkItemQueue->Enqueue(&work);
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//
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// Wait until the thread has run enough to signal that it's done.
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//
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ThreadComplete->Take();
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//
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// Then delete the queue and thread. Order doesn't matter here.
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//
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delete WorkItemQueue;
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delete WorkerThread;
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delete ThreadComplete;
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}
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#endif
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bool WorkQueue::QueueWork(WorkItem *work)
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{
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return WorkItemQueue->Enqueue(&work);
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}
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WorkQueue::CWorkerThread::CWorkerThread(const char * const Name,
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uint16_t StackDepth,
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UBaseType_t Priority,
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WorkQueue *Parent)
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: Thread(Name, StackDepth, Priority), ParentWorkQueue(Parent)
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{
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}
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WorkQueue::CWorkerThread::CWorkerThread(uint16_t StackDepth,
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UBaseType_t Priority,
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WorkQueue *Parent)
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: Thread(StackDepth, Priority), ParentWorkQueue(Parent)
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{
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}
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WorkQueue::CWorkerThread::~CWorkerThread()
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{
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}
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void WorkQueue::CWorkerThread::Run()
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{
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while (true) {
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WorkItem *work;
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//
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// Wait forever for work.
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//
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ParentWorkQueue->WorkItemQueue->Dequeue(&work);
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//
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// If we dequeue a NULL item, its our sign to exit.
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// We are being deconstructed.
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//
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if (work == NULL) {
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//
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// Exit the task loop.
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//
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break;
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}
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//
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// Else we have an item, run it.
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//
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work->Run();
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//
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// If this was a dynamic, fire and forget item and we were
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// requested to clean it up, do so.
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//
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if (work->FreeAfterRun()) {
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delete work;
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}
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}
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//
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// Signal the dtor that the thread is exiting.
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//
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ParentWorkQueue->ThreadComplete->Give();
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}
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