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Basically, modal windows had their own thread-locking for what drawing was possible. This is a bit nonsense now we have a game-thread. And it makes much more sense to do things like NewGRFScan and GenerateWorld in the game-thread, and not in a thread next to the game-thread. This commit changes that: it removes the threads for NewGRFScan and GenerateWorld, and just runs the code in the game-thread. On regular intervals it allows the draw-thread to do a tick, which gives a much smoother look and feel. It does slow down NewGRFScan and GenerateWorld ever so slightly as it spends more time on drawing. But the slowdown is not measureable on my machines (with 700+ NewGRFs / 4kx4k map and a Debug build). Running without a game-thread means NewGRFScan and GenerateWorld are now blocking.
75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file thread.h Base of all threads. */
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#ifndef THREAD_H
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#define THREAD_H
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#include "debug.h"
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#include <system_error>
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#include <thread>
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/**
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* Sleep on the current thread for a defined time.
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* @param milliseconds Time to sleep for in milliseconds.
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*/
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inline void CSleep(int milliseconds)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds));
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}
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/**
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* Name the thread this function is called on for the debugger.
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* @param name Name to set for the thread..
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*/
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void SetCurrentThreadName(const char *name);
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/**
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* Start a new thread.
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* @tparam TFn Type of the function to call on the thread.
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* @tparam TArgs Type of the parameters of the thread function.
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* @param thr Pointer to a thread object; may be \c nullptr if a detached thread is wanted.
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* @param name Name of the thread.
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* @param _Fx Function to call on the thread.
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* @param _Ax Arguments for the thread function.
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* @return True if the thread was successfully started, false otherwise.
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*/
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template<class TFn, class... TArgs>
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inline bool StartNewThread(std::thread *thr, const char *name, TFn&& _Fx, TArgs&&... _Ax)
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{
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#ifndef NO_THREADS
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try {
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std::thread t([] (const char *name, TFn&& F, TArgs&&... A) {
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SetCurrentThreadName(name);
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try {
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/* Call user function with the given arguments. */
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F(A...);
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} catch (...) {
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NOT_REACHED();
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}
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}, name, std::forward<TFn>(_Fx), std::forward<TArgs>(_Ax)...);
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if (thr != nullptr) {
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*thr = std::move(t);
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} else {
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t.detach();
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}
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return true;
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} catch (const std::system_error& e) {
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/* Something went wrong, the system we are running on might not support threads. */
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DEBUG(misc, 1, "Can't create thread '%s': %s", name, e.what());
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}
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#endif
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return false;
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}
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#endif /* THREAD_H */
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