2026-01-02 19:56:04 +01:00

68 lines
1.7 KiB
C++

#pragma once
#include "Dispatcher.h"
#include "Thread.h"
namespace tt {
/** Starts a Thread to process dispatched messages */
class DispatcherThread final {
Dispatcher dispatcher;
std::unique_ptr<Thread> thread;
bool interruptThread = true;
int32_t 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);
return 0;
}
public:
explicit DispatcherThread(const std::string& threadName, size_t threadStackSize = 4096) {
thread = std::make_unique<Thread>(
threadName,
threadStackSize,
[this] {
return threadMain();
}
);
}
~DispatcherThread() {
if (thread->getState() != Thread::State::Stopped) {
stop();
}
}
/**
* Dispatch a message.
*/
bool dispatch(const Dispatcher::Function& function, TickType_t timeout = kernel::MAX_TICKS) {
return dispatcher.dispatch(function, timeout);
}
/** Start the thread (blocking). */
void start() {
interruptThread = false;
thread->start();
}
/** Stop the thread (blocking). */
void stop() {
interruptThread = true;
thread->join();
}
/** @return true of the thread is started */
bool isStarted() const { return thread != nullptr && !interruptThread; }
};
}