/****************************************************************************
*
* Copyright (c) 2017, Michael Becker (michael.f.becker@gmail.com)
*
* This file is part of the FreeRTOS Add-ons project.
*
* Source Code:
* https://github.com/michaelbecker/freertos-addons
*
* Project Page:
* http://michaelbecker.github.io/freertos-addons/
*
* On-line Documentation:
* http://michaelbecker.github.io/freertos-addons/docs/html/index.html
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so,subject to the
* following conditions:
*
* + The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
* + Credit is appreciated, but not required, if you find this project
* useful enough to include in your application, product, device, etc.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
***************************************************************************/
#include "workqueue.hpp"
using namespace cpp_freertos;
WorkItem::WorkItem(bool freeAfterComplete)
: FreeItemAfterCompleted(freeAfterComplete)
{
}
WorkItem::~WorkItem()
{
}
bool WorkItem::FreeAfterRun()
{
return FreeItemAfterCompleted;
}
WorkQueue::WorkQueue( const char * const Name,
uint16_t StackDepth,
UBaseType_t Priority,
UBaseType_t maxWorkItems)
{
//
// Build the Queue first, since the Thread is going to access
// it as soon as it can, maybe before we leave this ctor.
//
WorkItemQueue = new Queue(maxWorkItems, sizeof(WorkItem *));
ThreadComplete = new BinarySemaphore();
WorkerThread = new CWorkerThread(Name, StackDepth, Priority, this);
//
// Our ctor chain is complete, we can start.
//
WorkerThread->Start();
}
WorkQueue::WorkQueue( uint16_t StackDepth,
UBaseType_t Priority,
UBaseType_t maxWorkItems)
{
//
// Build the Queue first, since the Thread is going to access
// it as soon as it can, maybe before we leave this ctor.
//
WorkItemQueue = new Queue(maxWorkItems, sizeof(WorkItem *));
ThreadComplete = new BinarySemaphore();
WorkerThread = new CWorkerThread(StackDepth, Priority, this);
//
// Our ctor chain is complete, we can start.
//
WorkerThread->Start();
}
#if (INCLUDE_vTaskDelete == 1)
WorkQueue::~WorkQueue()
{
//
// This dtor is tricky, because of the multiple objects in
// play, and the multithreaded nature of this specific object.
//
//
// Note that we cannot flush the queue. If there are items
// in the queue maked freeAfterComplete, we would leak the
// memory.
//
//
// Send a message that it's time to cleanup.
//
WorkItem *work = NULL;
WorkItemQueue->Enqueue(&work);
//
// Wait until the thread has run enough to signal that it's done.
//
ThreadComplete->Take();
//
// Then delete the queue and thread. Order doesn't matter here.
//
delete WorkItemQueue;
delete WorkerThread;
delete ThreadComplete;
}
#endif
bool WorkQueue::QueueWork(WorkItem *work)
{
return WorkItemQueue->Enqueue(&work);
}
WorkQueue::CWorkerThread::CWorkerThread(const char * const Name,
uint16_t StackDepth,
UBaseType_t Priority,
WorkQueue *Parent)
: Thread(Name, StackDepth, Priority), ParentWorkQueue(Parent)
{
}
WorkQueue::CWorkerThread::CWorkerThread(uint16_t StackDepth,
UBaseType_t Priority,
WorkQueue *Parent)
: Thread(StackDepth, Priority), ParentWorkQueue(Parent)
{
}
WorkQueue::CWorkerThread::~CWorkerThread()
{
}
void WorkQueue::CWorkerThread::Run()
{
while (true) {
WorkItem *work;
//
// Wait forever for work.
//
ParentWorkQueue->WorkItemQueue->Dequeue(&work);
//
// If we dequeue a NULL item, its our sign to exit.
// We are being deconstructed.
//
if (work == NULL) {
//
// Exit the task loop.
//
break;
}
//
// Else we have an item, run it.
//
work->Run();
//
// If this was a dynamic, fire and forget item and we were
// requested to clean it up, do so.
//
if (work->FreeAfterRun()) {
delete work;
}
}
//
// Signal the dtor that the thread is exiting.
//
ParentWorkQueue->ThreadComplete->Give();
}