#include "Tactility/DispatcherThread.h" namespace tt { int32_t dispatcherThreadMain(void* context) { auto* dispatcherThread = (DispatcherThread*)context; dispatcherThread->_threadMain(); return 0; } DispatcherThread::DispatcherThread(const std::string& threadName, size_t threadStackSize) { thread = std::make_unique( threadName, threadStackSize, dispatcherThreadMain, this ); } DispatcherThread::~DispatcherThread() { if (thread->getState() != Thread::State::Stopped) { stop(); } } void DispatcherThread::_threadMain() { do { /** * If this value is too high (e.g. 1 second) then the dispatcher destroys too slowly when the simulator exits. * This causes the problems with other services doing an update (e.g. Statusbar) and calling into destroyed mutex in the global scope. */ dispatcher.consume(100 / portTICK_PERIOD_MS); } while (!interruptThread); } void DispatcherThread::dispatch(Dispatcher::Function function, std::shared_ptr context, TickType_t timeout) { dispatcher.dispatch(function, std::move(context), timeout); } void DispatcherThread::start() { interruptThread = false; thread->start(); } void DispatcherThread::stop() { interruptThread = true; thread->join(); } }