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Diffstat (limited to 'src/linkgraph/linkgraphschedule.cpp')
-rw-r--r--src/linkgraph/linkgraphschedule.cpp43
1 files changed, 4 insertions, 39 deletions
diff --git a/src/linkgraph/linkgraphschedule.cpp b/src/linkgraph/linkgraphschedule.cpp
index b3e6fac2f..4e6f33266 100644
--- a/src/linkgraph/linkgraphschedule.cpp
+++ b/src/linkgraph/linkgraphschedule.cpp
@@ -17,40 +17,6 @@
#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.
*/
void LinkGraphSchedule::SpawnNext()
@@ -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();