Files
UnrealEngineUWP/Engine/Source/Runtime/Online/HTTP/Private/HttpThread.cpp
sam zamani 6fa4cd34a2 #http
Temp fix for code optimization issue with http thread inner loop sleep

[at]rob.cannaday


#ROBOMERGE-SOURCE: CL 5672233 via CL 5672237 via CL 5672675 via CL 5672736 via CL 5675838

[CL 5675926 by sam zamani in Main branch]
2019-04-01 18:08:12 -04:00

229 lines
6.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "HttpThread.h"
#include "IHttpThreadedRequest.h"
#include "HAL/PlatformTime.h"
#include "HAL/PlatformProcess.h"
#include "HAL/RunnableThread.h"
#include "HttpModule.h"
#include "Http.h"
// FHttpThread
FHttpThread::FHttpThread()
: Thread(nullptr)
{
HttpThreadActiveFrameTimeInSeconds = FHttpModule::Get().GetHttpThreadActiveFrameTimeInSeconds();
HttpThreadActiveMinimumSleepTimeInSeconds = FHttpModule::Get().GetHttpThreadActiveMinimumSleepTimeInSeconds();
HttpThreadIdleFrameTimeInSeconds = FHttpModule::Get().GetHttpThreadIdleFrameTimeInSeconds();
HttpThreadIdleMinimumSleepTimeInSeconds = FHttpModule::Get().GetHttpThreadIdleMinimumSleepTimeInSeconds();
UE_LOG(LogHttp, Log, TEXT("HTTP thread active frame time %.1f ms. Minimum active sleep time is %.1f ms. HTTP thread idle frame time %.1f ms. Minimum idle sleep time is %.1f ms."), HttpThreadActiveFrameTimeInSeconds * 1000.0, HttpThreadActiveMinimumSleepTimeInSeconds * 1000.0, HttpThreadIdleFrameTimeInSeconds * 1000.0, HttpThreadIdleMinimumSleepTimeInSeconds * 1000.0);
}
FHttpThread::~FHttpThread()
{
StopThread();
}
void FHttpThread::StartThread()
{
Thread = FRunnableThread::Create(this, TEXT("HttpManagerThread"), 128 * 1024, TPri_Normal);
}
void FHttpThread::StopThread()
{
if (Thread != nullptr)
{
Thread->Kill(true);
delete Thread;
Thread = nullptr;
}
}
void FHttpThread::AddRequest(IHttpThreadedRequest* Request)
{
PendingThreadedRequests.Enqueue(Request);
}
void FHttpThread::CancelRequest(IHttpThreadedRequest* Request)
{
CancelledThreadedRequests.Enqueue(Request);
}
void FHttpThread::GetCompletedRequests(TArray<IHttpThreadedRequest*>& OutCompletedRequests)
{
check(IsInGameThread());
IHttpThreadedRequest* Request = nullptr;
while (CompletedThreadedRequests.Dequeue(Request))
{
OutCompletedRequests.Add(Request);
}
}
bool FHttpThread::Init()
{
LastTime = FPlatformTime::Seconds();
return true;
}
// @todo samz - needed due to InnerLoopEnd,InnerLoopBegin
PRAGMA_DISABLE_OPTIMIZATION
uint32 FHttpThread::Run()
{
// Arrays declared outside of loop to re-use memory
TArray<IHttpThreadedRequest*> RequestsToCancel;
TArray<IHttpThreadedRequest*> RequestsToStart;
TArray<IHttpThreadedRequest*> RequestsToComplete;
while (!ExitRequest.GetValue())
{
double OuterLoopBegin = FPlatformTime::Seconds();
double OuterLoopEnd = 0.0;
bool bKeepProcessing = true;
while (bKeepProcessing)
{
double InnerLoopBegin = FPlatformTime::Seconds();
Process(RequestsToCancel, RequestsToStart, RequestsToComplete);
if (RunningThreadedRequests.Num() == 0)
{
bKeepProcessing = false;
}
double InnerLoopEnd = FPlatformTime::Seconds();
if (bKeepProcessing)
{
double InnerLoopTime = InnerLoopEnd - InnerLoopBegin;
double InnerSleep = FMath::Max(HttpThreadActiveFrameTimeInSeconds - InnerLoopTime, HttpThreadActiveMinimumSleepTimeInSeconds);
FPlatformProcess::SleepNoStats(InnerSleep);
}
else
{
OuterLoopEnd = InnerLoopEnd;
}
}
double OuterLoopTime = OuterLoopEnd - OuterLoopBegin;
double OuterSleep = FMath::Max(HttpThreadIdleFrameTimeInSeconds - OuterLoopTime, HttpThreadIdleMinimumSleepTimeInSeconds);
FPlatformProcess::SleepNoStats(OuterSleep);
}
return 0;
}
PRAGMA_ENABLE_OPTIMIZATION
void FHttpThread::Tick()
{
TArray<IHttpThreadedRequest*> RequestsToCancel;
TArray<IHttpThreadedRequest*> RequestsToStart;
TArray<IHttpThreadedRequest*> RequestsToComplete;
Process(RequestsToCancel, RequestsToStart, RequestsToComplete);
}
void FHttpThread::HttpThreadTick(float DeltaSeconds)
{
// empty
}
bool FHttpThread::StartThreadedRequest(IHttpThreadedRequest* Request)
{
return Request->StartThreadedRequest();
}
void FHttpThread::CompleteThreadedRequest(IHttpThreadedRequest* Request)
{
// empty
}
void FHttpThread::Process(TArray<IHttpThreadedRequest*>& RequestsToCancel, TArray<IHttpThreadedRequest*>& RequestsToStart, TArray<IHttpThreadedRequest*>& RequestsToComplete)
{
// cache all cancelled and pending requests
{
IHttpThreadedRequest* Request = nullptr;
RequestsToCancel.Reset();
while (CancelledThreadedRequests.Dequeue(Request))
{
RequestsToCancel.Add(Request);
}
RequestsToStart.Reset();
while (PendingThreadedRequests.Dequeue(Request))
{
RequestsToStart.Add(Request);
}
}
// Cancel any pending cancel requests
for (IHttpThreadedRequest* Request : RequestsToCancel)
{
if (RunningThreadedRequests.Remove(Request) > 0)
{
RequestsToComplete.Add(Request);
}
}
const double AppTime = FPlatformTime::Seconds();
const double ElapsedTime = AppTime - LastTime;
LastTime = AppTime;
// Tick any running requests
// as long as they properly finish in HttpThreadTick below they are unaffected by a possibly large ElapsedTime above
for (IHttpThreadedRequest* Request : RunningThreadedRequests)
{
Request->TickThreadedRequest(ElapsedTime);
}
// Start any pending requests
// Tick new requests separately from existing RunningThreadedRequests so they get a chance
// to send unaffected by possibly large ElapsedTime above
for (IHttpThreadedRequest* Request : RequestsToStart)
{
if (StartThreadedRequest(Request))
{
RunningThreadedRequests.Add(Request);
Request->TickThreadedRequest(0.0f);
}
else
{
RequestsToComplete.Add(Request);
}
}
// Every valid request in RunningThreadedRequests gets at least two calls to HttpThreadTick
// Blocking loads still can affect things if the network stack can't keep its connections alive
HttpThreadTick(ElapsedTime);
// Move any completed requests
for (int32 Index = 0; Index < RunningThreadedRequests.Num(); ++Index)
{
IHttpThreadedRequest* Request = RunningThreadedRequests[Index];
if (Request->IsThreadedRequestComplete())
{
RequestsToComplete.Add(Request);
RunningThreadedRequests.RemoveAtSwap(Index);
--Index;
}
}
if (RequestsToComplete.Num() > 0)
{
for (IHttpThreadedRequest* Request : RequestsToComplete)
{
CompleteThreadedRequest(Request);
CompletedThreadedRequests.Enqueue(Request);
}
RequestsToComplete.Reset();
}
}
void FHttpThread::Stop()
{
ExitRequest.Set(true);
}
void FHttpThread::Exit()
{
// empty
}