(svn r26347) -Fix [FS#5898]: Make sure link graph jobs can delete themselves after SLA_NULL.

This commit is contained in:
fonsinchen 2014-02-16 18:42:59 +00:00
parent 55502341ac
commit cc77d40336
4 changed files with 39 additions and 43 deletions

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@ -13,6 +13,7 @@
#include "../core/pool_func.hpp"
#include "../window_func.h"
#include "linkgraphjob.h"
#include "linkgraphschedule.h"
/* Initialize the link-graph-job-pool */
LinkGraphJobPool _link_graph_job_pool("LinkGraphJob");
@ -45,12 +46,43 @@ void LinkGraphJob::EraseFlows(NodeID from)
}
}
/**
* Spawn a thread if possible and run the link graph job in the thread. If
* that's not possible run the job right now in the current thread.
*/
void LinkGraphJob::SpawnThread()
{
if (!ThreadObject::New(&(LinkGraphSchedule::Run), this, &this->thread)) {
this->thread = NULL;
/* Of course this will hang a bit.
* On the other hand, if you want to play games which make this hang noticably
* on a platform without threads then you'll probably get other problems first.
* OK:
* If someone comes and tells me that this hangs for him/her, I'll implement a
* smaller grained "Step" method for all handlers and add some more ticks where
* "Step" is called. No problem in principle. */
LinkGraphSchedule::Run(this);
}
}
/**
* Join the calling thread with this job's thread if threading is enabled.
*/
void LinkGraphJob::JoinThread()
{
if (this->thread != NULL) {
this->thread->Join();
delete this->thread;
this->thread = NULL;
}
}
/**
* Join the link graph job and destroy it.
*/
LinkGraphJob::~LinkGraphJob()
{
assert(this->thread == NULL);
this->JoinThread();
/* Don't update stuff from other pools, when everything is being removed.
* Accessing other pools may be invalid. */

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@ -65,6 +65,8 @@ protected:
EdgeAnnotationMatrix edges; ///< Extra edge data necessary for link graph calculation.
void EraseFlows(NodeID from);
void JoinThread();
void SpawnThread();
public:

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@ -16,40 +16,6 @@
#include "mcf.h"
#include "flowmapper.h"
/**
* Spawn a thread if possible and run the link graph job in the thread. If
* that's not possible run the job right now in the current thread.
* @param job Job to be executed.
*/
void LinkGraphSchedule::SpawnThread(LinkGraphJob *job)
{
if (!ThreadObject::New(&(LinkGraphSchedule::Run), job, &job->thread)) {
job->thread = NULL;
/* Of course this will hang a bit.
* On the other hand, if you want to play games which make this hang noticably
* on a platform without threads then you'll probably get other problems first.
* OK:
* If someone comes and tells me that this hangs for him/her, I'll implement a
* smaller grained "Step" method for all handlers and add some more ticks where
* "Step" is called. No problem in principle.
*/
LinkGraphSchedule::Run(job);
}
}
/**
* Join the calling thread with the given job's thread if threading is enabled.
* @param job Job whose execution thread is to be joined.
*/
void LinkGraphSchedule::JoinThread(LinkGraphJob *job)
{
if (job->thread != NULL) {
job->thread->Join();
delete job->thread;
job->thread = NULL;
}
}
/**
* Start the next job in the schedule.
*/
@ -67,7 +33,7 @@ void LinkGraphSchedule::SpawnNext()
this->schedule.pop_front();
if (LinkGraphJob::CanAllocateItem()) {
LinkGraphJob *job = new LinkGraphJob(*next);
this->SpawnThread(job);
job->SpawnThread();
this->running.push_back(job);
} else {
NOT_REACHED();
@ -84,8 +50,7 @@ void LinkGraphSchedule::JoinNext()
if (!next->IsFinished()) return;
this->running.pop_front();
LinkGraphID id = next->LinkGraphIndex();
this->JoinThread(next);
delete next;
delete next; // implicitly joins the thread
if (LinkGraph::IsValidID(id)) {
LinkGraph *lg = LinkGraph::Get(id);
this->Unqueue(lg); // Unqueue to avoid double-queueing recycled IDs.
@ -114,7 +79,7 @@ void LinkGraphSchedule::JoinNext()
void LinkGraphSchedule::SpawnAll()
{
for (JobList::iterator i = this->running.begin(); i != this->running.end(); ++i) {
this->SpawnThread(*i);
(*i)->SpawnThread();
}
}
@ -125,7 +90,7 @@ void LinkGraphSchedule::SpawnAll()
{
LinkGraphSchedule *inst = LinkGraphSchedule::Instance();
for (JobList::iterator i(inst->running.begin()); i != inst->running.end(); ++i) {
inst->JoinThread(*i);
(*i)->JoinThread();
}
inst->running.clear();
inst->schedule.clear();

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@ -48,9 +48,6 @@ protected:
GraphList schedule; ///< Queue for new jobs.
JobList running; ///< Currently running jobs.
void SpawnThread(LinkGraphJob *job);
void JoinThread(LinkGraphJob *job);
public:
/* This is a tick where not much else is happening, so a small lag might go unnoticed. */
static const uint SPAWN_JOIN_TICK = 21; ///< Tick when jobs are spawned or joined every day.