1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
|
// *****************************************************************************
// * This file is part of the FreeFileSync project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT freefilesync DOT org) - All Rights Reserved *
// *****************************************************************************
#ifndef ASYNC_TASK_H_839147839170432143214321
#define ASYNC_TASK_H_839147839170432143214321
#include <functional>
#include <zen/thread.h>
#include <zen/scope_guard.h>
#include <zen/stl_tools.h>
#include <wx/timer.h>
namespace zen
{
/*
Run a task in an async thread, but process result in GUI event loop
-------------------------------------------------------------------
1. put AsyncGuiQueue instance inside a dialog:
AsyncGuiQueue guiQueue;
2. schedule async task and synchronous continuation:
guiQueue.processAsync(evalAsync, evalOnGui);
*/
namespace impl
{
struct Task
{
virtual ~Task() {}
virtual bool resultReady () const = 0;
virtual void evaluateResult() = 0;
};
template <class ResultType, class Fun>
class ConcreteTask : public Task
{
public:
template <class Fun2>
ConcreteTask(std::future<ResultType>&& asyncResult, Fun2&& evalOnGui) : asyncResult_(std::move(asyncResult)), evalOnGui_(std::forward<Fun2>(evalOnGui)) {}
bool resultReady () const override { return isReady(asyncResult_); }
void evaluateResult() override
{
#ifndef NDEBUG
assert(resultReady() && !resultEvaluated_);
resultEvaluated_ = true;
#endif
evalResult(IsSameType<ResultType, void>());
}
private:
void evalResult(FalseType /*void result type*/) { evalOnGui_(asyncResult_.get()); }
void evalResult(TrueType /*void result type*/) { asyncResult_.get(); evalOnGui_(); }
std::future<ResultType> asyncResult_;
Fun evalOnGui_; //keep "evalOnGui" strictly separated from async thread: in particular do not copy in thread!
#ifndef NDEBUG
bool resultEvaluated_ = false;
#endif
};
class AsyncTasks
{
public:
AsyncTasks() {}
template <class Fun, class Fun2>
void add(Fun&& evalAsync, Fun2&& evalOnGui)
{
using ResultType = decltype(evalAsync());
tasks.push_back(std::make_unique<ConcreteTask<ResultType, Fun2>>(zen::runAsync(std::forward<Fun>(evalAsync)), std::forward<Fun2>(evalOnGui)));
}
//equivalent to "evalOnGui(evalAsync())"
// -> evalAsync: the usual thread-safety requirements apply!
// -> evalOnGui: no thread-safety concerns, but must only reference variables with greater-equal lifetime than the AsyncTask instance!
void evalResults() //call from gui thread repreatedly
{
if (!inRecursion) //prevent implicit recursion, e.g. if we're called from an idle event and spawn another one within the callback below
{
inRecursion = true;
ZEN_ON_SCOPE_EXIT(inRecursion = false);
std::vector<std::unique_ptr<Task>> readyTasks; //Reentrancy; access to AsyncTasks::add is not protected! => evaluate outside erase_if
erase_if(tasks, [&](std::unique_ptr<Task>& task)
{
if (task->resultReady())
{
readyTasks.push_back(std::move(task));
return true;
}
return false;
});
for (auto& task : readyTasks)
task->evaluateResult();
}
}
bool empty() const { return tasks.empty(); }
private:
AsyncTasks (const AsyncTasks&) = delete;
AsyncTasks& operator=(const AsyncTasks&) = delete;
bool inRecursion = false;
std::vector<std::unique_ptr<Task>> tasks;
};
}
class AsyncGuiQueue : private wxEvtHandler
{
public:
AsyncGuiQueue() { timer.Connect(wxEVT_TIMER, wxEventHandler(AsyncGuiQueue::onTimerEvent), nullptr, this); }
template <class Fun, class Fun2>
void processAsync(Fun&& evalAsync, Fun2&& evalOnGui)
{
asyncTasks.add(std::forward<Fun >(evalAsync),
std::forward<Fun2>(evalOnGui));
if (!timer.IsRunning())
timer.Start(50 /*unit: [ms]*/);
}
private:
void onTimerEvent(wxEvent& event) //schedule and run long-running tasks asynchronously
{
asyncTasks.evalResults(); //process results on GUI queue
if (asyncTasks.empty())
timer.Stop();
}
impl::AsyncTasks asyncTasks;
wxTimer timer; //don't use wxWidgets' idle handling => repeated idle requests/consumption hogs 100% cpu!
};
}
#endif //ASYNC_TASK_H_839147839170432143214321
|