Files
UnrealEngineUWP/Engine/Source/Runtime/Online/HTTP/Private/HttpThread.h
louisphilippe seguin d337bc1b53 Allow CurlHTTPManager to be multithreaded on forked servers
* Can be disabled via -DisableForkedHTTPThread on the commandline

Added FForkedProcessHelper::IsForkedChildProcess() that tells if you are a forked process or not.

#rb Jon.Nabozny, Michael.Kirzinger

#ROBOMERGE-SOURCE: CL 13150443 via CL 13164796 via CL 13164895 via CL 13164946 via CL 13165141
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v688-13145358)

[CL 13165206 by louisphilippe seguin in Main branch]
2020-05-05 00:39:07 -04:00

158 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/ThreadSafeCounter.h"
#include "HAL/Runnable.h"
#include "HttpPackage.h"
#include "Misc/SingleThreadRunnable.h"
#include "Containers/Queue.h"
class IHttpThreadedRequest;
/**
* Manages Http thread
* Assumes any requests entering the system will remain valid (not deleted) until they exit the system
*/
class FHttpThread
: FRunnable, FSingleThreadRunnable
{
public:
FHttpThread();
virtual ~FHttpThread();
/**
* Start the HTTP thread.
*/
void StartThread();
/**
* Stop the HTTP thread. Blocks until thread has stopped.
*/
void StopThread();
/**
* Is the HTTP thread started or stopped.
*/
bool IsStopped() const { return bIsStopped; }
/**
* Add a request to begin processing on HTTP thread.
*
* @param Request the request to be processed on the HTTP thread
*/
void AddRequest(IHttpThreadedRequest* Request);
/**
* Mark a request as cancelled. Called on non-HTTP thread.
*
* @param Request the request to be processed on the HTTP thread
*/
void CancelRequest(IHttpThreadedRequest* Request);
/**
* Get completed requests. Clears internal arrays. Called on non-HTTP thread.
*
* @param OutCompletedRequests array of requests that have been completed
*/
void GetCompletedRequests(TArray<IHttpThreadedRequest*>& OutCompletedRequests);
//~ Begin FSingleThreadRunnable Interface
// Cannot be overriden to ensure identical behavior with the threaded tick
virtual void Tick() override final;
//~ End FSingleThreadRunnable Interface
/**
* When true the owner of the HTTPThread needs to manually call Tick() since no automomous threads are
* executing the runnable object
*/
bool NeedsSingleThreadTick() const;
protected:
/**
* Tick on http thread
*/
virtual void HttpThreadTick(float DeltaSeconds);
/**
* Start processing a request on the http thread
*/
virtual bool StartThreadedRequest(IHttpThreadedRequest* Request);
/**
* Complete a request on the http thread
*/
virtual void CompleteThreadedRequest(IHttpThreadedRequest* Request);
protected:
// Threading functions
//~ Begin FRunnable Interface
virtual bool Init() override;
virtual uint32 Run() override final;
virtual void Stop() override;
virtual void Exit() override;
//~ End FRunnable Interface
/**
* FSingleThreadRunnable accessor for ticking this FRunnable when multi-threading is disabled.
* @return FSingleThreadRunnable Interface for this FRunnable object.
*/
virtual class FSingleThreadRunnable* GetSingleThreadInterface() override { return this; }
void Process(TArray<IHttpThreadedRequest*>& RequestsToCancel, TArray<IHttpThreadedRequest*>& RequestsToStart, TArray<IHttpThreadedRequest*>& RequestsToComplete);
/** signal request to stop and exit thread */
FThreadSafeCounter ExitRequest;
/** Time in seconds to use as frame time when actively processing requests. 0 means no frame time. */
double HttpThreadActiveFrameTimeInSeconds;
/** Time in seconds to sleep minimally when actively processing requests. */
double HttpThreadActiveMinimumSleepTimeInSeconds;
/** Time in seconds to use as frame time when idle, waiting for requests. 0 means no frame time. */
double HttpThreadIdleFrameTimeInSeconds;
/** Time in seconds to sleep minimally when idle, waiting for requests. */
double HttpThreadIdleMinimumSleepTimeInSeconds;
/** Last time the thread has been processed. Used in the non-game thread. */
double LastTime;
protected:
/**
* Threaded requests that are waiting to be processed on the http thread.
* Added to on (any) non-HTTP thread, processed then cleared on HTTP thread.
*/
TQueue<IHttpThreadedRequest*, EQueueMode::Mpsc> PendingThreadedRequests;
/**
* Threaded requests that are waiting to be cancelled on the http thread.
* Added to on (any) non-HTTP thread, processed then cleared on HTTP thread.
*/
TQueue<IHttpThreadedRequest*, EQueueMode::Mpsc> CancelledThreadedRequests;
/**
* Currently running threaded requests (not in any of the other lists, except potentially CancelledThreadedRequests).
* Only accessed on the HTTP thread.
*/
TArray<IHttpThreadedRequest*> RunningThreadedRequests;
/**
* Threaded requests that have completed and are waiting for the game thread to process.
* Added to on HTTP thread, processed then cleared on game thread (Single producer, single consumer)
*/
TQueue<IHttpThreadedRequest*, EQueueMode::Spsc> CompletedThreadedRequests;
/** Pointer to Runnable Thread */
FRunnableThread* Thread;
private:
/** Are we holding a fake thread and we need to be ticked manually when Flushing */
bool bIsSingleThread;
/** Tells if the runnable thread is running or stopped */
bool bIsStopped;
};