Leaked source code of windows server 2003
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17 KiB

// Ruler
// 1 2 3 4 5 6 7 8
//345678901234567890123456789012345678901234567890123456789012345678901234567890
/********************************************************************/
/* */
/* The standard layout. */
/* */
/* The standard layout for 'cpp' files in this code is as */
/* follows: */
/* */
/* 1. Include files. */
/* 2. Constants local to the class. */
/* 3. Data structures local to the class. */
/* 4. Data initializations. */
/* 5. Static functions. */
/* 6. Class functions. */
/* */
/* The constructor is typically the first function, class */
/* member functions appear in alphabetical order with the */
/* destructor appearing at the end of the file. Any section */
/* or function this is not required is simply omitted. */
/* */
/********************************************************************/
#include "LibraryPCH.hpp"
#include "Thread.hpp"
/********************************************************************/
/* */
/* Constants local to the class. */
/* */
/* The thread class keeps track of active threads. */
/* */
/********************************************************************/
CONST SBIT32 ThreadsSize = 16;
/********************************************************************/
/* */
/* Data structures local to the class. */
/* */
/* When we start a thread we want to configure it. However, */
/* we no longer have access to the class information. Hence, */
/* we need a structure to pass over all of the interesting */
/* values to the new thread. */
/* */
/********************************************************************/
typedef struct
{
BOOLEAN Affinity;
VOLATILE SBIT16 *Cpu;
NEW_THREAD Function;
SBIT16 MaxCpus;
VOID *Parameter;
BOOLEAN Priority;
HANDLE Running;
HANDLE Started;
THREAD *Thread;
BOOLEAN Wait;
}
SETUP_NEW_THREAD;
/********************************************************************/
/* */
/* Static functions local to the class. */
/* */
/* The static functions used by this class are declared here. */
/* */
/********************************************************************/
STATIC VOID CDECL NewThread( VOID *SetupParameter );
/********************************************************************/
/* */
/* Class constructor. */
/* */
/* Create a thread class and initialize it. This call is not */
/* thread safe and should only be made in a single thread */
/* environment. */
/* */
/********************************************************************/
THREAD::THREAD( VOID ) :
//
// Call the constructors for the contained classes.
//
Threads( ThreadsSize,NoAlignment,CacheLineSize )
{
//
// The inital configuration.
//
Affinity = False;
Cpu = 0;
Priority = False;
Stack = 0;
MaxThreads = ThreadsSize;
ThreadsUsed = 0;
//
// This event is signaled when a thread is
// running.
//
if ( (Running = CreateEvent( NULL, FALSE, FALSE, NULL )) == NULL)
{ Failure( "Create event in constructor for THREAD" ); }
//
// This event is signaled when a new thread can
// be started.
//
if ( (Started = CreateEvent( NULL, FALSE, TRUE, NULL )) == NULL)
{ Failure( "Create event in constructor for THREAD" ); }
}
/********************************************************************/
/* */
/* End a thread. */
/* */
/* Delete the thread handle from the internal table and then */
/* terminate the thread. */
/* */
/********************************************************************/
VOID THREAD::EndThread( VOID )
{
UnregisterThread();
_endthread();
}
/********************************************************************/
/* */
/* Find a thread. */
/* */
/* Find a registered thread in the thread info table. */
/* */
/********************************************************************/
SBIT32 THREAD::FindThread( SBIT32 ThreadId )
{
REGISTER SBIT32 Count;
//
// Find a thread in the active thread list.
//
for ( Count=0;Count < ThreadsUsed;Count ++ )
{
if ( ThreadId == Threads[ Count ].ThreadId )
{ return Count; }
}
return NoThread;
}
/********************************************************************/
/* */
/* Start a new thread. */
/* */
/* When a new thread is created it executes a special initial */
/* function which configures it. When control returns to this */
/* function the thread is terminated. */
/* */
/********************************************************************/
STATIC VOID CDECL NewThread( VOID *SetupParameter )
{
AUTO SETUP_NEW_THREAD Setup = (*(SETUP_NEW_THREAD*) SetupParameter);
//
// Set the affinity mask to the next processor if requested.
//
if ( (Setup.Affinity) && (Setup.MaxCpus > 1) )
{
REGISTER DWORD AffinityMask;
if ( (*Setup.Cpu) < Setup.MaxCpus )
{ AffinityMask = (1 << ((*Setup.Cpu) ++)); }
else
{
AffinityMask = 1;
(*Setup.Cpu) = 1;
}
if ( SetThreadAffinityMask( GetCurrentThread(),AffinityMask ) == 0 )
{ Failure( "Affinity mask invalid in NewThread()" ); }
}
//
// Set the priority to 'HIGH' if requested.
//
if ( Setup.Priority )
{ SetThreadPriority( GetCurrentThread(),THREAD_PRIORITY_HIGHEST ); }
//
// The thread is now so add it to the table
// executiong threads.
//
Setup.Thread -> RegisterThread();
//
// Wake up anyone who is waiting.
//
if ( Setup.Wait )
{ SetEvent( Setup.Running ); }
SetEvent( Setup.Started );
//
// Call thread function.
//
Setup.Function( Setup.Parameter );
//
// The thread function has returned so exit.
//
Setup.Thread -> EndThread();
}
/********************************************************************/
/* */
/* Register the current thread. */
/* */
/* When a thread has created we can add the thread info to */
/* our internal table. */
/* */
/********************************************************************/
VOID THREAD::RegisterThread( VOID )
{
REGISTER SBIT32 ThreadId = GetThreadId();
//
// Claim a spinlock so we can update the
// thread table.
//
Spinlock.ClaimLock();
if ( FindThread( ThreadId ) == NoThread )
{
AUTO HANDLE NewHandle;
REGISTER HANDLE Process = GetCurrentProcess();
REGISTER HANDLE Thread = GetCurrentThread();
//
// We need to duplicate the handle so we get
// a real thread handle and not the pretend
// ones supplied by NT.
//
if
(
DuplicateHandle
(
Process,
Thread,
Process,
& NewHandle,
DUPLICATE_SAME_ACCESS,
False,
DUPLICATE_SAME_ACCESS
)
)
{
REGISTER THREAD_INFO *ThreadInfo;
//
// We may need to expand the table if there are
// a large number of threads.
//
while ( ThreadsUsed >= MaxThreads )
{ Threads.Resize( (MaxThreads *= ExpandStore) ); }
//
// Add the thread handle to the table.
//
ThreadInfo = & Threads[ ThreadsUsed ++ ];
ThreadInfo -> Handle = NewHandle;
ThreadInfo -> ThreadId = ThreadId;
}
}
//
// We are finished so release the lock.
//
Spinlock.ReleaseLock();
}
/********************************************************************/
/* */
/* Set thread stack size. */
/* */
/* Set thread stack size. This will cause all new threads to */
/* be created with the selected stack size. */
/* */
/********************************************************************/
VOID THREAD::SetThreadStackSize( LONG Stack )
{
#ifdef DEBUGGING
if ( Stack >= 0 )
{
#endif
this -> Stack = Stack;
#ifdef DEBUGGING
}
else
{ Failure( "Stack size in SetThreadStack()" ); }
#endif
}
/********************************************************************/
/* */
/* Start a new thread. */
/* */
/* Start a new thread and configure it as requested by the */
/* caller. If needed we will set the affinity and priority */
/* of this thread later. */
/* */
/********************************************************************/
BOOLEAN THREAD::StartThread( NEW_THREAD Function,VOID *Parameter,BOOLEAN Wait )
{
STATIC SETUP_NEW_THREAD Setup;
//
// Wait for any pending thread creations to
// complete.
//
while
(
WaitForSingleObject( Started,INFINITE )
!=
WAIT_OBJECT_0
);
//
// Create a thread activation record.
//
Setup.Affinity = Affinity;
Setup.Cpu = & Cpu;
Setup.Function = Function;
Setup.MaxCpus = NumberOfCpus();
Setup.Parameter = Parameter;
Setup.Priority = Priority;
Setup.Running = Running;
Setup.Started = Started;
Setup.Thread = this;
Setup.Wait = Wait;
//
// Call the operating system to start the thread.
//
if ( _beginthread( NewThread,(unsigned) Stack,(VOID*) & Setup ) != NULL )
{
//
// Wait for the thread to initialize is needed.
//
if ( Wait )
{
//
// Wait for the thread to start to run.
//
while
(
WaitForSingleObject( Running,INFINITE )
!=
WAIT_OBJECT_0
);
}
return True;
}
else
{ return False; }
}
/********************************************************************/
/* */
/* Unregister the current thread. */
/* */
/* When a thread has terminated we can delete the thread */
/* info from our internal table. */
/* */
/********************************************************************/
VOID THREAD::UnregisterThread( SBIT32 ThreadId )
{
REGISTER SBIT32 Start;
//
// If no 'ThreadId' assume the current thread.
//
if ( ThreadId == NoThread )
{ ThreadId = GetThreadId(); }
//
// Claim a spinlock so we can update the
// thread table.
//
Spinlock.ClaimLock();
//
// Search for the thread info to delete
// in the table.
//
if ( (Start = FindThread( ThreadId )) != NoThread )
{
REGISTER SBIT32 Count;
//
// Close the handle to the thread and
// update the table size.
//
CloseHandle( Threads[ Start ].Handle );
ThreadsUsed --;
//
// Copy down the remaining thread info.
//
for ( Count=Start;Count < ThreadsUsed;Count ++ )
{ Threads[ Count ] = Threads[ (Count+1) ]; }
}
//
// We are finished so release the lock.
//
Spinlock.ReleaseLock();
}
/********************************************************************/
/* */
/* Wait for threads. */
/* */
/* Wait for all threads to finish and then return. As this may */
/* take a while an optional timeout may be supplied. */
/* */
/********************************************************************/
BOOLEAN THREAD::WaitForThreads( LONG WaitTime )
{
//
// Claim a spinlock so we can read the
// thread table.
//
Spinlock.ClaimLock();
while ( ThreadsUsed > 0 )
{
REGISTER HANDLE Handle = (Threads[0].Handle);
REGISTER SBIT32 ThreadId = (Threads[0].ThreadId);
REGISTER DWORD Status;
//
// We are finished so release the lock.
//
Spinlock.ReleaseLock();
//
// Wait for the first thread in the thread info
// table to terminate.
//
if
(
(Status = WaitForSingleObject( Handle,(DWORD) WaitTime ))
==
WAIT_TIMEOUT
)
{ return False; }
//
// We have woken up the thread must of terminated
// or the handle is bad in some way. In any case
// lets delete the handle and try to sleep again
// if there are any more active threads.
//
UnregisterThread( ThreadId );
//
// Claim a spinlock so we can read the
// thread table.
//
Spinlock.ClaimLock();
}
//
// We are finished so release the lock.
//
Spinlock.ReleaseLock();
return True;
}
/********************************************************************/
/* */
/* Class destructor. */
/* */
/* Destory the thread class. This call is not thread safe */
/* and should only be made in a single thread environment. */
/* */
/********************************************************************/
THREAD::~THREAD( VOID )
{
if
(
! CloseHandle( Running )
||
! CloseHandle( Started )
)
{ Failure( "Event handles in destructor for THREAD" ); }
}