tdlight/tdactor/td/actor/impl2/ActorState.h
levlam 5cbda834bd Update copyright year.
GitOrigin-RevId: 1369d3af1195221f6ddb9462d5f8b74fb5fef20f
2018-01-02 16:45:09 +03:00

167 lines
4.5 KiB
C++

//
// Copyright Aliaksei Levin (levlam@telegram.org), Arseny Smirnov (arseny30@gmail.com) 2014-2018
//
// Distributed under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
//
#pragma once
#include "td/actor/impl2/ActorSignals.h"
#include "td/actor/impl2/SchedulerId.h"
#include "td/utils/common.h"
#include <atomic>
namespace td {
namespace actor2 {
class ActorState {
public:
class Flags {
public:
Flags() = default;
uint32 raw() const {
return raw_;
}
uint32 &raw_ref() {
return raw_;
}
SchedulerId get_scheduler_id() const {
return SchedulerId{static_cast<uint8>(raw_ & SchedulerMask)};
}
void set_scheduler_id(SchedulerId id) {
raw_ = (raw_ & ~SchedulerMask) | id.value();
}
bool is_shared() const {
return check_flag(SharedFlag);
}
void set_shared(bool shared) {
set_flag(SharedFlag, shared);
}
bool is_locked() const {
return check_flag(LockFlag);
}
void set_locked(bool locked) {
set_flag(LockFlag, locked);
}
bool is_migrate() const {
return check_flag(MigrateFlag);
}
void set_migrate(bool migrate) {
set_flag(MigrateFlag, migrate);
}
bool is_pause() const {
return check_flag(PauseFlag);
}
void set_pause(bool pause) {
set_flag(PauseFlag, pause);
}
bool is_closed() const {
return check_flag(ClosedFlag);
}
void set_closed(bool closed) {
set_flag(ClosedFlag, closed);
}
bool is_in_queue() const {
return check_flag(InQueueFlag);
}
void set_in_queue(bool in_queue) {
set_flag(InQueueFlag, in_queue);
}
bool has_signals() const {
return check_flag(SignalMask);
}
void clear_signals() {
set_flag(SignalMask, false);
}
void set_signals(ActorSignals signals) {
raw_ = (raw_ & ~SignalMask) | (signals.raw() << SignalOffset);
}
void add_signals(ActorSignals signals) {
raw_ = raw_ | (signals.raw() << SignalOffset);
}
ActorSignals get_signals() const {
return ActorSignals{(raw_ & SignalMask) >> SignalOffset};
}
private:
uint32 raw_{0};
friend class ActorState;
Flags(uint32 raw) : raw_(raw) {
}
bool check_flag(uint32 mask) const {
return (raw_ & mask) != 0;
}
void set_flag(uint32 mask, bool flag) {
raw_ = (raw_ & ~mask) | (flag * mask);
}
};
Flags get_flags_unsafe() {
return Flags(state_.load(std::memory_order_relaxed));
}
void set_flags_unsafe(Flags flags) {
state_.store(flags.raw(), std::memory_order_relaxed);
}
private:
friend class ActorLocker;
std::atomic<uint32> state_{0};
enum : uint32 {
SchedulerMask = 255,
// Actors can be shared or not.
// If actor is shared, than any thread may try to lock it
// If actor is not shared, than it is owned by its scheduler, and only
// its scheduler is allowed to access it
// This flag may NOT change during the lifetime of an actor
SharedFlag = 1 << 9,
// Only shared actors need lock
// Lock if somebody is going to unlock it eventually.
// For example actor is locked, when some scheduler is executing its mailbox
// Or it is locked when it is in Mpmc queue, so someone will pop it eventually.
LockFlag = 1 << 10,
// While actor is migrating from one scheduler to another no one is allowed to change it
// Could not be set for shared actors.
MigrateFlag = 1 << 11,
// While set all messages are delayed
// Dropped from flush_maibox
// PauseFlag => InQueueFlag
PauseFlag = 1 << 12,
ClosedFlag = 1 << 13,
InQueueFlag = 1 << 14,
// Signals
SignalOffset = 15,
Signal = 1 << SignalOffset,
WakeupSignalFlag = Signal << ActorSignals::Wakeup,
AlarmSignalFlag = Signal << ActorSignals::Alarm,
KillSignalFlag = Signal << ActorSignals::Kill, // immediate kill
IoSignalFlag = Signal << ActorSignals::Io, // move to io thread
CpuSignalFlag = Signal << ActorSignals::Cpu, // move to cpu thread
StartUpSignalFlag = Signal << ActorSignals::StartUp,
TearDownSignalFlag = Signal << ActorSignals::TearDown,
MessageSignalFlag = Signal << ActorSignals::Message,
PopSignalFlag = Signal << ActorSignals::Pop,
SignalMask = WakeupSignalFlag | AlarmSignalFlag | KillSignalFlag | IoSignalFlag | CpuSignalFlag |
StartUpSignalFlag | TearDownSignalFlag | MessageSignalFlag | PopSignalFlag
};
};
} // namespace actor2
} // namespace td