/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_THREADING_TASKMANAGER #define INCLUDED_THREADING_TASKMANAGER #include "ps/Future.h" #include #include namespace Threading { enum class TaskPriority { NORMAL, LOW }; /** * The task manager creates all worker threads on initialisation, * and manages the task queues. * See implementation for additional comments. */ class TaskManager { friend class WorkerThread; public: TaskManager(); ~TaskManager(); TaskManager(const TaskManager&) = delete; TaskManager(TaskManager&&) = delete; TaskManager& operator=(const TaskManager&) = delete; TaskManager& operator=(TaskManager&&) = delete; static void Initialise(); static TaskManager& Instance(); /** * Clears all tasks from the queue. This blocks on started tasks. */ void ClearQueue(); /** * @return the number of threaded workers. */ size_t GetNumberOfWorkers() const; /** * Push a task to be executed. */ template Future> PushTask(T&& func, TaskPriority priority = TaskPriority::NORMAL) { Future> ret; DoPushTask(ret.Wrap(std::move(func)), priority); return ret; } private: TaskManager(size_t numberOfWorkers); void DoPushTask(std::function&& task, TaskPriority priority); class Impl; const std::unique_ptr m; }; } // namespace Threading #endif // INCLUDED_THREADING_TASKMANAGER