5cbda834bd
GitOrigin-RevId: 1369d3af1195221f6ddb9462d5f8b74fb5fef20f
167 lines
4.5 KiB
C++
167 lines
4.5 KiB
C++
//
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// Copyright Aliaksei Levin (levlam@telegram.org), Arseny Smirnov (arseny30@gmail.com) 2014-2018
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//
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// Distributed under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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//
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#pragma once
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#include "td/actor/impl2/ActorSignals.h"
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#include "td/actor/impl2/SchedulerId.h"
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#include "td/utils/common.h"
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#include <atomic>
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namespace td {
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namespace actor2 {
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class ActorState {
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public:
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class Flags {
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public:
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Flags() = default;
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uint32 raw() const {
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return raw_;
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}
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uint32 &raw_ref() {
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return raw_;
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}
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SchedulerId get_scheduler_id() const {
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return SchedulerId{static_cast<uint8>(raw_ & SchedulerMask)};
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}
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void set_scheduler_id(SchedulerId id) {
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raw_ = (raw_ & ~SchedulerMask) | id.value();
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}
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bool is_shared() const {
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return check_flag(SharedFlag);
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}
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void set_shared(bool shared) {
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set_flag(SharedFlag, shared);
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}
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bool is_locked() const {
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return check_flag(LockFlag);
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}
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void set_locked(bool locked) {
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set_flag(LockFlag, locked);
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}
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bool is_migrate() const {
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return check_flag(MigrateFlag);
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}
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void set_migrate(bool migrate) {
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set_flag(MigrateFlag, migrate);
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}
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bool is_pause() const {
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return check_flag(PauseFlag);
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}
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void set_pause(bool pause) {
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set_flag(PauseFlag, pause);
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}
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bool is_closed() const {
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return check_flag(ClosedFlag);
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}
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void set_closed(bool closed) {
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set_flag(ClosedFlag, closed);
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}
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bool is_in_queue() const {
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return check_flag(InQueueFlag);
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}
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void set_in_queue(bool in_queue) {
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set_flag(InQueueFlag, in_queue);
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}
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bool has_signals() const {
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return check_flag(SignalMask);
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}
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void clear_signals() {
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set_flag(SignalMask, false);
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}
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void set_signals(ActorSignals signals) {
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raw_ = (raw_ & ~SignalMask) | (signals.raw() << SignalOffset);
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}
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void add_signals(ActorSignals signals) {
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raw_ = raw_ | (signals.raw() << SignalOffset);
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}
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ActorSignals get_signals() const {
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return ActorSignals{(raw_ & SignalMask) >> SignalOffset};
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}
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private:
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uint32 raw_{0};
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friend class ActorState;
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Flags(uint32 raw) : raw_(raw) {
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}
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bool check_flag(uint32 mask) const {
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return (raw_ & mask) != 0;
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}
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void set_flag(uint32 mask, bool flag) {
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raw_ = (raw_ & ~mask) | (flag * mask);
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}
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};
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Flags get_flags_unsafe() {
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return Flags(state_.load(std::memory_order_relaxed));
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}
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void set_flags_unsafe(Flags flags) {
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state_.store(flags.raw(), std::memory_order_relaxed);
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}
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private:
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friend class ActorLocker;
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std::atomic<uint32> state_{0};
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enum : uint32 {
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SchedulerMask = 255,
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// Actors can be shared or not.
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// If actor is shared, than any thread may try to lock it
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// If actor is not shared, than it is owned by its scheduler, and only
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// its scheduler is allowed to access it
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// This flag may NOT change during the lifetime of an actor
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SharedFlag = 1 << 9,
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// Only shared actors need lock
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// Lock if somebody is going to unlock it eventually.
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// For example actor is locked, when some scheduler is executing its mailbox
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// Or it is locked when it is in Mpmc queue, so someone will pop it eventually.
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LockFlag = 1 << 10,
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// While actor is migrating from one scheduler to another no one is allowed to change it
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// Could not be set for shared actors.
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MigrateFlag = 1 << 11,
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// While set all messages are delayed
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// Dropped from flush_maibox
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// PauseFlag => InQueueFlag
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PauseFlag = 1 << 12,
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ClosedFlag = 1 << 13,
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InQueueFlag = 1 << 14,
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// Signals
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SignalOffset = 15,
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Signal = 1 << SignalOffset,
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WakeupSignalFlag = Signal << ActorSignals::Wakeup,
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AlarmSignalFlag = Signal << ActorSignals::Alarm,
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KillSignalFlag = Signal << ActorSignals::Kill, // immediate kill
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IoSignalFlag = Signal << ActorSignals::Io, // move to io thread
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CpuSignalFlag = Signal << ActorSignals::Cpu, // move to cpu thread
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StartUpSignalFlag = Signal << ActorSignals::StartUp,
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TearDownSignalFlag = Signal << ActorSignals::TearDown,
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MessageSignalFlag = Signal << ActorSignals::Message,
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PopSignalFlag = Signal << ActorSignals::Pop,
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SignalMask = WakeupSignalFlag | AlarmSignalFlag | KillSignalFlag | IoSignalFlag | CpuSignalFlag |
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StartUpSignalFlag | TearDownSignalFlag | MessageSignalFlag | PopSignalFlag
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};
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};
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} // namespace actor2
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} // namespace td
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