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RnQ/for.RnQ/VTV/Source/VirtualTrees.WorkerThread.pas

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unit VirtualTrees.WorkerThread;
interface
uses
System.Classes,
VirtualTrees;
type
// internal worker thread
TWorkerThread = class(TThread)
private
FCurrentTree: TBaseVirtualTree;
FWaiterList: TThreadList;
FRefCount: Cardinal;
protected
procedure CancelValidation(Tree: TBaseVirtualTree);
procedure Execute; override;
public
constructor Create(CreateSuspended: Boolean);
destructor Destroy; override;
procedure AddTree(Tree: TBaseVirtualTree);
procedure RemoveTree(Tree: TBaseVirtualTree);
property CurrentTree: TBaseVirtualTree read FCurrentTree;
end;
procedure AddThreadReference;
procedure ReleaseThreadReference(Tree: TBaseVirtualTree);
var
WorkerThread: TWorkerThread;
WorkEvent: THandle;
implementation
uses
Winapi.Windows,
System.Types,
System.SysUtils;
type
TBaseVirtualTreeCracker = class(TBaseVirtualTree)
end;
//----------------- TWorkerThread --------------------------------------------------------------------------------------
procedure AddThreadReference;
begin
if not Assigned(WorkerThread) then
begin
// Create an event used to trigger our worker thread when something is to do.
WorkEvent := CreateEvent(nil, False, False, nil);
if WorkEvent = 0 then
RaiseLastOSError;
// Create worker thread, initialize it and send it to its wait loop.
WorkerThread := TWorkerThread.Create(False);
end;
Inc(WorkerThread.FRefCount);
end;
//----------------------------------------------------------------------------------------------------------------------
procedure ReleaseThreadReference(Tree: TBaseVirtualTree);
begin
if Assigned(WorkerThread) then
begin
Dec(WorkerThread.FRefCount);
// Make sure there is no reference remaining to the releasing tree.
TBaseVirtualTreeCracker(Tree).InterruptValidation;
if WorkerThread.FRefCount = 0 then
begin
with WorkerThread do
begin
Terminate;
SetEvent(WorkEvent);
end;
FreeAndNil(WorkerThread);
CloseHandle(WorkEvent);
end;
end;
end;
//----------------------------------------------------------------------------------------------------------------------
constructor TWorkerThread.Create(CreateSuspended: Boolean);
begin
inherited Create(CreateSuspended);
FWaiterList := TThreadList.Create;
end;
//----------------------------------------------------------------------------------------------------------------------
destructor TWorkerThread.Destroy;
begin
// First let the ancestor stop the thread before freeing our resources.
inherited;
FWaiterList.Free;
end;
//----------------------------------------------------------------------------------------------------------------------
procedure TWorkerThread.CancelValidation(Tree: TBaseVirtualTree);
var
Msg: TMsg;
begin
// Wait for any references to this tree to be released.
// Pump WM_CHANGESTATE messages so the thread doesn't block on SendMessage calls.
while FCurrentTree = Tree do
begin
if Tree.HandleAllocated and PeekMessage(Msg, Tree.Handle, WM_CHANGESTATE, WM_CHANGESTATE, PM_REMOVE) then
begin
TranslateMessage(Msg);
DispatchMessage(Msg);
Continue;
end;
if (toVariableNodeHeight in TBaseVirtualTreeCracker(Tree).TreeOptions.MiscOptions) then
CheckSynchronize(); // We need to call CheckSynchronize here because we are using TThread.Synchronize in TBaseVirtualTree.MeasureItemHeight()
end;
end;
//----------------------------------------------------------------------------------------------------------------------
procedure TWorkerThread.Execute;
// Does some background tasks, like validating tree caches.
var
EnterStates,
LeaveStates: TChangeStates;
lCurrentTree: TBaseVirtualTree;
begin
TThread.NameThreadForDebugging('VirtualTrees.TWorkerThread');
while not Terminated do
begin
WaitForSingleObject(WorkEvent, INFINITE);
if not Terminated then
begin
// Get the next waiting tree.
with FWaiterList.LockList do
try
if Count > 0 then
begin
FCurrentTree := Items[0];
// Remove this tree from waiter list.
Delete(0);
// If there is yet another tree to work on then set the work event to keep looping.
if Count > 0 then
SetEvent(WorkEvent);
end
else
FCurrentTree := nil;
finally
FWaiterList.UnlockList;
end;
// Something to do?
if Assigned(FCurrentTree) then
begin
try
TBaseVirtualTreeCracker(FCurrentTree).ChangeTreeStatesAsync([csValidating], [csUseCache, csValidationNeeded]);
EnterStates := [];
if not (tsStopValidation in FCurrentTree.TreeStates) and TBaseVirtualTreeCracker(FCurrentTree).DoValidateCache then
EnterStates := [csUseCache];
finally
LeaveStates := [csValidating, csStopValidation];
TBaseVirtualTreeCracker(FCurrentTree).ChangeTreeStatesAsync(EnterStates, LeaveStates);
lCurrentTree := FCurrentTree; // Save reference in a local variable for later use
FCurrentTree := nil; //Clear variable to prevent deadlock in CancelValidation. See #434
Queue(TBaseVirtualTreeCracker(lCurrentTree).UpdateEditBounds);
end;
end;
end;
end;
end;
//----------------------------------------------------------------------------------------------------------------------
procedure TWorkerThread.AddTree(Tree: TBaseVirtualTree);
begin
Assert(Assigned(Tree), 'Tree must not be nil.');
// Remove validation stop flag, just in case it is still set.
TBaseVirtualTreeCracker(Tree).DoStateChange([], [tsStopValidation]);
with FWaiterList.LockList do
try
if IndexOf(Tree) = -1 then
Add(Tree);
finally
FWaiterList.UnlockList;
end;
end;
//----------------------------------------------------------------------------------------------------------------------
procedure TWorkerThread.RemoveTree(Tree: TBaseVirtualTree);
begin
Assert(Assigned(Tree), 'Tree must not be nil.');
with FWaiterList.LockList do
try
Remove(Tree);
finally
FWaiterList.UnlockList; // Seen several AVs in this line, was called from TWorkerThrea.Destroy. Joachim Marder.
end;
CancelValidation(Tree);
end;
end.