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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __ResourceBackgroundQueue_H__ #define __ResourceBackgroundQueue_H__ #include "OgrePrerequisites.h" #include "OgreCommon.h" #include "OgreSingleton.h" #include "OgreResource.h" #if OGRE_THREAD_SUPPORT # include
# include
#endif namespace Ogre { /// Identifier of a background process typedef unsigned long BackgroundProcessTicket; /** This class is used to perform Resource operations in a background thread. @remarks If threading is enabled, Ogre will create a single background thread which can be used to load / unload resources in parallel. Only one resource will be processed at once in this background thread, but it will be in parallel with the main thread. @par The general approach here is that on requesting a background resource process, your request is placed on a queue ready for the background thread to be picked up, and you will get a 'ticket' back, identifying the request. Your call will then return and your thread can proceed, knowing that at some point in the background the operation wil be performed. In it's own thread, the resource operation will be performed, and once finished the ticket will be marked as complete. You can check the status of tickets by calling isProcessComplete() from your queueing thread. It is also possible to get immediate callbacks on completion, but these callbacks happen in the background loading thread (not your calling thread), so should only be used if you really understand multithreading. @par By default, when threading is enabled this class will start its own separate thread to perform the actual loading. However, if you would prefer to use your own existing thread to perform the background load, then be sure to call setStartBackgroundThread(false) before initialise() is called by Root::initialise. Your own thread should call _initThread immediately on startup, before any resources are loaded at all, and _doNextQueuedBackgroundProcess to process background requests. @note This class will only perform tasks in a background thread if OGRE_THREAD_SUPPORT is defined to be 1. Otherwise, all methods will call their exact equivalents in ResourceGroupManager synchronously. */ class _OgreExport ResourceBackgroundQueue : public Singleton
{ public: /** This abstract listener interface lets you get notifications of completed background processes instead of having to poll ticket statuses. @note For simplicity, these callbacks are not issued direct from the background loading thread, they are queued themselves to be sent from the main thread so that you don't have to be concerned about thread safety. */ class _OgreExport Listener { public: /** Called when a requested operation completes, queued into main thread. @note For simplicity, this callback is not issued direct from the background loading thread, it is queued to be sent from the main thread so that you don't have to be concerned about thread safety. */ virtual void operationCompleted(BackgroundProcessTicket ticket) = 0; /** Called when a requested operation completes, immediate in background thread. @note This is the advanced version of the background operation notification, it happens immediately when the background operation is completed, and your callback is executed in the
background thread
. Therefore if you use this version, you have to be aware of thread safety issues and what you can and cannot do in your callback implementation. */ virtual void operationCompletedInThread(BackgroundProcessTicket ticket) {} /// Need virtual destructor in case subclasses use it virtual ~Listener() {} }; /// Init notification mutex (must lock before waiting on initCondition) OGRE_MUTEX(initMutex) /// Synchroniser token to wait / notify on thread init (public incase external thread) OGRE_THREAD_SYNCHRONISER(initSync); protected: /** Enumerates the type of requests */ enum RequestType { RT_INITIALISE_GROUP, RT_INITIALISE_ALL_GROUPS, RT_LOAD_GROUP, RT_LOAD_RESOURCE, RT_UNLOAD_GROUP, RT_UNLOAD_RESOURCE, RT_SHUTDOWN }; /** Encapsulates a queued request for the background queue */ struct Request { BackgroundProcessTicket ticketID; RequestType type; String resourceName; ResourceHandle resourceHandle; String resourceType; String groupName; bool isManual; ManualResourceLoader* loader; const NameValuePairList* loadParams; Listener* listener; }; typedef std::list
RequestQueue; typedef std::map
RequestTicketMap; /// Queue of requests, used to store and order requests RequestQueue mRequestQueue; /// Request lookup by ticket RequestTicketMap mRequestTicketMap; /// Next ticket ID unsigned long mNextTicketID; /// Struct that holds details of queued notifications struct QueuedNotification { QueuedNotification(Resource* r) : resource(r), opListener(0), ticket(0) {} QueuedNotification(Listener* l, BackgroundProcessTicket t) : resource(0), opListener(l), ticket(t) {} // Type 1 - Resource::Listener kind Resource* resource; // Type 2 - ResourceBackgroundQueue::Listener kind Listener* opListener; BackgroundProcessTicket ticket; }; typedef std::list
NotificationQueue; /// Queued notifications of background loading being finished NotificationQueue mNotificationQueue; /// Mutex to protect the background event queue] OGRE_MUTEX(mNotificationQueueMutex) /// Whether this class should start it's own thread or not bool mStartThread; #if OGRE_THREAD_SUPPORT /// The single background thread which will process loading requests boost::thread* mThread; /// Synchroniser token to wait / notify on queue boost::condition mCondition; /// Thread function static void threadFunc(void); /// Internal method for adding a request; also assigns a ticketID BackgroundProcessTicket addRequest(Request& req); /// Thread shutdown? bool mShuttingDown; #else /// Dummy void* mThread; #endif /// Private mutex, not allowed to lock from outside OGRE_AUTO_MUTEX /** Queue the firing of the 'background loading complete' event to a Resource::Listener event. @remarks The purpose of this is to allow the background loading thread to call this method to queue the notification to listeners waiting on the background loading of a resource. Rather than allow the resource background loading thread to directly call these listeners, which would require all the listeners to be thread-safe, this method implements a thread-safe queue which can be processed in the main frame loop thread each frame to clear the events in a simpler manner. @param listener The listener to be notified @param ticket The ticket for the operation that has completed */ virtual void queueFireBackgroundOperationComplete(Listener* listener, BackgroundProcessTicket ticket); public: ResourceBackgroundQueue(); virtual ~ResourceBackgroundQueue(); /** Sets whether or not a thread should be created and started to handle the background loading, or whether a user thread will call the appropriate hooks. @remarks By default, a new thread will be started to handle the background load requests. However, the application may well have some threads of its own which is wishes to use to perform the background loading as well as other tasks (for example on most platforms there will be a fixed number of hardware threads which the application will wish to work within). Use this method to turn off the creation of a separate thread if you wish, and call the _doNextQueuedBackgroundProcess method from your own thread to process background requests. @note You
must
call this method prior to initialisation. Initialisation of this class is automatically done when Root::initialise is called. */ void setStartBackgroundThread(bool startThread) { mStartThread = startThread; } /** Gets whether or not a thread should be created and started to handle the background loading, or whether a user thread will call the appropriate hooks. */ bool getStartBackgroundThread(void) { return mStartThread; } /** Initialise the background queue system. @note Called automatically by Root::initialise. */ virtual void initialise(void); /** Shut down the background queue system. @note Called automatically by Root::shutdown. */ virtual void shutdown(void); /** Initialise a resource group in the background. @see ResourceGroupManager::initialiseResourceGroup @param name The name of the resource group to initialise @param listener Optional callback interface, take note of warnings in the header and only use if you understand them. @returns Ticket identifying the request, use isProcessComplete() to determine if completed if not using listener */ virtual BackgroundProcessTicket initialiseResourceGroup( const String& name, Listener* listener = 0); /** Initialise all resource groups which are yet to be initialised in the background. @see ResourceGroupManager::intialiseResourceGroup @param listener Optional callback interface, take note of warnings in the header and only use if you understand them. @returns Ticket identifying the request, use isProcessComplete() to determine if completed if not using listener */ virtual BackgroundProcessTicket initialiseAllResourceGroups( Listener* listener = 0); /** Loads a resource group in the background. @see ResourceGroupManager::loadResourceGroup @param name The name of the resource group to load @param listener Optional callback interface, take note of warnings in the header and only use if you understand them. @returns Ticket identifying the request, use isProcessComplete() to determine if completed if not using listener */ virtual BackgroundProcessTicket loadResourceGroup(const String& name, Listener* listener = 0); /** Unload a single resource in the background. @see ResourceManager::unload @param resType The type of the resource (from ResourceManager::getResourceType()) @param name The name of the Resource */ virtual BackgroundProcessTicket unload( const String& resType, const String& name, Listener* listener = 0); /** Unload a single resource in the background. @see ResourceManager::unload @param resType The type of the resource (from ResourceManager::getResourceType()) @param handle Handle to the resource */ virtual BackgroundProcessTicket unload( const String& resType, ResourceHandle handle, Listener* listener = 0); /** Unloads a resource group in the background. @see ResourceGroupManager::unloadResourceGroup @param name The name of the resource group to load @returns Ticket identifying the request, use isProcessComplete() to determine if completed if not using listener */ virtual BackgroundProcessTicket unloadResourceGroup(const String& name, Listener* listener = 0); /** Load a single resource in the background. @see ResourceManager::load @param resType The type of the resource (from ResourceManager::getResourceType()) @param name The name of the Resource @param group The resource group to which this resource will belong @param isManual Is the resource to be manually loaded? If so, you should provide a value for the loader parameter @param loader The manual loader which is to perform the required actions when this resource is loaded; only applicable when you specify true for the previous parameter. NOTE: must be thread safe!! @param loadParams Optional pointer to a list of name/value pairs containing loading parameters for this type of resource. Remember that this must have a lifespan longer than the return of this call! */ virtual BackgroundProcessTicket load( const String& resType, const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0, Listener* listener = 0); /** Returns whether a previously queued process has completed or not. @remarks This method of checking that a background process has completed is the 'polling' approach. Each queued method takes an optional listener parameter to allow you to register a callback instead, which is arguably more efficient. @param ticket The ticket which was returned when the process was queued @returns true if process has completed (or if the ticket is unrecognised), false otherwise @note Tickets are not stored onced complete so do not accumulate over time. This is why a non-existent ticket will return 'true'. */ virtual bool isProcessComplete(BackgroundProcessTicket ticket); /** Process a single queued background operation. @remarks If you are using your own thread to perform background loading, calling this method from that thread triggers the processing of a single background loading request from the queue. This method will not return until the request has been fully processed. It also returns whether it did in fact process anything - if it returned false, there was nothing more in the queue. @note
Do not
call this method unless you are using your own thread to perform the background loading and called setStartBackgroundThread(false). You must only have one background loading thread. @returns true if a request was processed, false if the queue was empty. */ bool _doNextQueuedBackgroundProcess(); /** Initialise processing for a background thread. @remarks You must call this method if you use your own thread rather than letting this class create its own. Moreover, you must call it after initialise() and after you've started your own thread, but before any resources have been loaded. There are some per-thread tasks which have to be performed on some rendering APIs and it's important that they are done before rendering resources are created. @par You must call this method in your own background thread, not the main thread. It's important to block the main thread whilst this initialisation is happening, use an OGRE_THREAD_WAIT on the public initSync token after locking the initMutex. */ void _initThread(); /** Queue the firing of the 'background loading complete' event to a Resource::Listener event. @remarks The purpose of this is to allow the background loading thread to call this method to queue the notification to listeners waiting on the background loading of a resource. Rather than allow the resource background loading thread to directly call these listeners, which would require all the listeners to be thread-safe, this method implements a thread-safe queue which can be processed in the main frame loop thread each frame to clear the events in a simpler manner. @param res The resource listened on */ virtual void _queueFireBackgroundLoadingComplete(Resource* res); /** Fires all the queued events for background loaded resources. @remarks You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself. */ virtual void _fireBackgroundLoadingComplete(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static ResourceBackgroundQueue& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static ResourceBackgroundQueue* getSingletonPtr(void); }; } #endif
OgreResourceBackgroundQueue.h
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