#include "multithreading.h" #include //#include "windows.h" //MessageBox(0, "hi", "", 0); /*choreography: ------------- --------------- |main thread| |worker thread| ------------- --------------- 1. Instantiation (Constructor) ------------------------------- create thread enter waiting state 2. waitUntilReady ------------------------------- wait until thread is ready 3. Call execute ------------------------------- send signal to start start processing update UI while thread works finish processing wait until main thread is ready to receive signal receive signal enter waiting state 4. Termination (Destructor) ------------------------------- wait until thread is in wait state set exit flag signal thread to continue (and exit) */ class WorkerThread : public wxThread { friend class UpdateWhileExecuting; public: WorkerThread(UpdateWhileExecuting* handler) : readyToBeginProcessing(), beginProcessing(readyToBeginProcessing), threadIsInitialized(false), threadExitIsRequested(false), threadHandler(handler) { } ~WorkerThread() {} ExitCode Entry() { readyToBeginProcessing.Lock(); //this lock needs to be called IN the thread => calling it from constructor(Main thread) would be useless sharedData.Enter(); threadIsInitialized = true; sharedData.Leave(); while (true) { beginProcessing.Wait(); //no mutex needed in this context if (threadExitIsRequested) return 0; //actual (long running) work is done in this method threadHandler->longRunner(); threadHandler->readyToReceiveResult.Lock(); threadHandler->receivingResult.Signal(); // kind of a double notice that work is completed threadHandler->workDone = true; // workaround for wxCondition bug (wxWidgets v2.8.9, signal might geht lost) threadHandler->readyToReceiveResult.Unlock(); } return 0; } private: wxMutex readyToBeginProcessing; wxCondition beginProcessing; //shared data wxCriticalSection sharedData; bool threadIsInitialized; bool threadExitIsRequested; UpdateWhileExecuting* threadHandler; }; UpdateWhileExecuting::UpdateWhileExecuting() : readyToReceiveResult(), receivingResult(readyToReceiveResult), workDone(false) { //mutex needs to be initially locked for condition receivingResult to work properly readyToReceiveResult.Lock(); theWorkerThread = new WorkerThread(this); theWorkerThread->Create(); theWorkerThread->Run(); //wait until the thread has locked readyToBeginProcessing bool threadInitialized = false; while (!threadInitialized) { theWorkerThread->sharedData.Enter(); threadInitialized = theWorkerThread->threadIsInitialized; theWorkerThread->sharedData.Leave(); wxMilliSleep(5); } //-> it's not nice, but works and is no issue } UpdateWhileExecuting::~UpdateWhileExecuting() { //wait until thread is ready, then start and exit immediately readyToReceiveResult.Unlock(); //avoid possible deadlock, when thread might be waiting to send the signal theWorkerThread->readyToBeginProcessing.Lock(); //set flag to exit thread theWorkerThread->threadExitIsRequested = true; theWorkerThread->beginProcessing.Signal(); theWorkerThread->readyToBeginProcessing.Unlock(); //theWorkerThread deletes itself! } void UpdateWhileExecuting::waitUntilReady() { readyToReceiveResult.Unlock(); //avoid possible deadlock, when thread might be waiting to send the signal (if abort was pressed) theWorkerThread->readyToBeginProcessing.Lock(); workDone = false; //no mutex needed here (worker thread that changes this variable is in waiting state) } // /|\ \|/ must be called directly after each other void UpdateWhileExecuting::execute(StatusUpdater* statusUpdater) { readyToReceiveResult.Lock(); theWorkerThread->beginProcessing.Signal(); theWorkerThread->readyToBeginProcessing.Unlock(); while (receivingResult.WaitTimeout(UI_UPDATE_INTERVAL) == wxCOND_TIMEOUT) { statusUpdater->triggerUI_Refresh(true); //ATTENTION: Exception "AbortThisProcess" may be thrown here!!! if (workDone == true) //workaround for a bug in wxWidgets v2.8.9 class wxCondition: signals might get lost break; //no mutex for workDone needed here: it is changed only when maintread is in WaitTimeout() } }