refactor background thread into a separate .cpp file

This commit is contained in:
otavepto 2024-06-01 14:22:58 +03:00
parent ba1de0165d
commit 86eb8aa2d0
3 changed files with 125 additions and 69 deletions

View File

@ -64,6 +64,35 @@ enum Steam_Pipe {
SERVER SERVER
}; };
class Steam_Client;
class Client_Background_Thread
{
private:
// don't run immediately, give the game some time to initialize
constexpr const static auto initial_delay = std::chrono::seconds(2);
// max allowed time in which RunCallbacks() might not be called
constexpr const static auto max_stall_ms = std::chrono::milliseconds(300);
std::thread background_keepalive{};
std::mutex kill_background_thread_mutex{};
std::condition_variable kill_background_thread_cv{};
bool kill_background_thread{};
Steam_Client *client_instance{};
void thread_proc();
public:
Client_Background_Thread();
~Client_Background_Thread();
// spawn the thread if necessary, never call this inside the ctor of Steam_Client
// since the thread will attempt to get the global client pointer during initialization (which will still be under construction)
void start(Steam_Client *client_instance);
// kill the thread if necessary
void kill();
};
class Steam_Client : class Steam_Client :
public ISteamClient007, public ISteamClient007,
public ISteamClient008, public ISteamClient008,
@ -144,14 +173,14 @@ public:
Steam_Masterserver_Updater *steam_masterserver_updater{}; Steam_Masterserver_Updater *steam_masterserver_updater{};
Steam_AppTicket *steam_app_ticket{}; Steam_AppTicket *steam_app_ticket{};
Client_Background_Thread *background_thread{};
Steam_Overlay* steam_overlay{}; Steam_Overlay* steam_overlay{};
bool steamclient_server_inited = false; bool steamclient_server_inited = false;
bool gameserver_has_ipv6_functions{}; bool gameserver_has_ipv6_functions{};
std::thread background_keepalive{};
unsigned steam_pipe_counter = 1; unsigned steam_pipe_counter = 1;
std::map<HSteamPipe, enum Steam_Pipe> steam_pipes{}; std::map<HSteamPipe, enum Steam_Pipe> steam_pipes{};

View File

@ -19,60 +19,13 @@
#include "dll/settings_parser.h" #include "dll/settings_parser.h"
static std::mutex kill_background_thread_mutex{};
static std::condition_variable kill_background_thread_cv{};
static bool kill_background_thread{};
static void background_thread(Steam_Client *client)
{
// max allowed time in which RunCallbacks() might not be called
constexpr const static auto max_stall_ms = std::chrono::milliseconds(300);
// wait 1 sec
{
std::unique_lock<std::mutex> lck(kill_background_thread_mutex);
if (kill_background_thread || kill_background_thread_cv.wait_for(lck, std::chrono::seconds(1)) != std::cv_status::timeout) {
if (kill_background_thread) {
PRINT_DEBUG("early exit");
return;
}
}
}
PRINT_DEBUG("starting");
while (1) {
{
std::unique_lock lck(kill_background_thread_mutex);
if (kill_background_thread || kill_background_thread_cv.wait_for(lck, max_stall_ms) != std::cv_status::timeout) {
if (kill_background_thread) {
PRINT_DEBUG("exit");
return;
}
}
}
auto now_ms = (unsigned long long)std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
// if our time exceeds last run time of callbacks and it wasn't processing already
if (!client->cb_run_active && (now_ms >= (client->last_cb_run + max_stall_ms.count()))) {
global_mutex.lock();
PRINT_DEBUG("run @@@@@@@@@@@@@@@@@@@@@@@@@@@");
client->last_cb_run = now_ms; // update the time counter just to avoid overlap
client->network->Run(); // networking must run first since it receives messages used by each run_callback()
client->run_every_runcb->run(); // call each run_callback()
global_mutex.unlock();
}
}
}
Steam_Client::Steam_Client() Steam_Client::Steam_Client()
{ {
PRINT_DEBUG("start ----------"); PRINT_DEBUG("start ----------");
uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage);
local_storage->update_save_filenames(Local_Storage::remote_storage_folder); local_storage->update_save_filenames(Local_Storage::remote_storage_folder);
background_thread = new Client_Background_Thread();
network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking); network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking);
run_every_runcb = new RunEveryRunCB(); run_every_runcb = new RunEveryRunCB();
@ -333,17 +286,14 @@ HSteamUser Steam_Client::ConnectToGlobalUser( HSteamPipe hSteamPipe )
userLogIn(); userLogIn();
// games like appid 1740720 and 2379780 do not call SteamAPI_RunCallbacks() or SteamAPI_ManualDispatch_RunFrame() or Steam_BGetCallback() // games like appid 1740720 and 2379780 do not call SteamAPI_RunCallbacks() or SteamAPI_ManualDispatch_RunFrame() or Steam_BGetCallback()
// hence all run_callbacks() will never run, which might break the assumption that these callbacks are always run // hence all run_callbacks() will never run, which might break the assumption that these callbacks are always run
// also networking callbacks won't run // also networking callbacks won't run
// hence we spawn the background thread here which trigger all run_callbacks() and run networking callbacks // hence we spawn the background thread here which trigger all run_callbacks() and run networking callbacks
if (!background_keepalive.joinable()) { background_thread->start(this);
background_keepalive = std::thread(background_thread, this);
PRINT_DEBUG("spawned background thread *********");
}
steam_overlay->SetupOverlay(); steam_overlay->SetupOverlay();
steam_pipes[hSteamPipe] = Steam_Pipe::CLIENT; steam_pipes[hSteamPipe] = Steam_Pipe::CLIENT;
return CLIENT_HSTEAMUSER; return CLIENT_HSTEAMUSER;
} }
@ -427,21 +377,8 @@ bool Steam_Client::BShutdownIfAllPipesClosed()
PRINT_DEBUG_ENTRY(); PRINT_DEBUG_ENTRY();
if (steam_pipes.size()) return false; // not all pipes are released via BReleaseSteamPipe() yet if (steam_pipes.size()) return false; // not all pipes are released via BReleaseSteamPipe() yet
bool joinable = background_keepalive.joinable(); background_thread->kill();
if (joinable) {
{
std::lock_guard lk(kill_background_thread_mutex);
kill_background_thread = true;
}
kill_background_thread_cv.notify_one();
}
steam_controller->Shutdown(); steam_controller->Shutdown();
if (joinable) {
background_keepalive.join();
}
steam_overlay->UnSetupOverlay(); steam_overlay->UnSetupOverlay();
PRINT_DEBUG("all pipes closed"); PRINT_DEBUG("all pipes closed");

View File

@ -0,0 +1,90 @@
/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "dll/steam_client.h"
#include "dll/dll.h"
void Client_Background_Thread::thread_proc()
{
// wait for some time
{
std::unique_lock lck(kill_background_thread_mutex);
if (kill_background_thread_cv.wait_for(lck, initial_delay, [&] { return kill_background_thread; })) {
PRINT_DEBUG("early exit");
return;
}
}
PRINT_DEBUG("starting");
while (1) {
{
std::unique_lock lck(kill_background_thread_mutex);
if (kill_background_thread_cv.wait_for(lck, max_stall_ms, [&] { return kill_background_thread; })) {
PRINT_DEBUG("exit");
return;
}
}
auto now_ms = (unsigned long long)std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
// if our time exceeds last run time of callbacks and it wasn't processing already
const auto runcallbacks_timeout_ms = client_instance->get_last_runcallbacks_time() + max_stall_ms.count();
if (!client_instance->runcallbacks_active() && (now_ms >= runcallbacks_timeout_ms)) {
std::lock_guard lock(global_mutex);
PRINT_DEBUG("run @@@@@@@@@@@@@@@@@@@@@@@@@@@");
client_instance->set_last_runcallbacks_time(now_ms); // update the time counter just to avoid overlap
client_instance->network->Run(); // networking must run first since it receives messages used by each run_callback()
client_instance->run_every_runcb->run(); // call each run_callback()
}
}
}
Client_Background_Thread::Client_Background_Thread()
{
}
Client_Background_Thread::~Client_Background_Thread()
{
kill();
}
void Client_Background_Thread::start(Steam_Client *client_instance)
{
if (background_keepalive.joinable()) return; // alrady spawned
this->client_instance = client_instance;
background_keepalive = std::thread([this] { thread_proc(); });
PRINT_DEBUG("spawned background thread *********");
}
void Client_Background_Thread::kill()
{
if (!background_keepalive.joinable()) return; // already killed
{
std::lock_guard lk(kill_background_thread_mutex);
kill_background_thread = true;
}
kill_background_thread_cv.notify_one();
PRINT_DEBUG("joining worker thread");
background_keepalive.join();
PRINT_DEBUG("worker thread killed");
}