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eventqueue.md

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Class EventQueue reference

Table Of Contents

Description

EventQueue includes all features of EventDispatcher and adds event queue features. Note: EventQueue doesn't inherit from EventDispatcher, don't try to cast EventQueue to EventDispatcher.
EventQueue is asynchronous. Events are cached in the queue when EventQueue::enqueue is called, and dispatched later when EventQueue::process is called.
EventQueue is equivalent to the event system (QEvent) in Qt, or the message processing in Windows API.

API reference

Header

eventpp/eventqueue.h

Template parameters

template <
    typename Event,
    typename Prototype,
    typename Policies = DefaultPolicies
>
class EventQueue;

EventQueue has the exactly same template parameters with EventDispatcher. Please reference EventDispatcher document for details.

Public types

QueuedEvent: the data type of event stored in the queue. It's declaration in pseudo code is,

struct EventQueue::QueuedEvent
{
    EventType event;
    std::tuple<ArgTypes...> arguments;
    
    // get the event
    EventType getEvent() const;

    // get the argument of index N
    // same as std::get<N>(queuedEvent.arguments)
    template <std::size_t N>
    NthArgType getArgument() const;
};

event is the EventQueue::Event, arguments are the arguments passed in enqueue.

Member functions

constructors

EventQueue();
EventQueue(const EventQueue & other);
EventQueue(EventQueue && other) noexcept;
EventQueue & operator = (const EventQueue & other);
EventQueue & operator = (EventQueue && other) noexcept;

EventQueue can be copied, moved, assigned, and move assigned.
Note: the queued events are not copied, moved, assigned, or move assigned, only the listeners are performed with these operations. That's to say, the queued events are not duplicated when an EventQueue is copied or assigned.

enqueue

template <typename ...A>
void enqueue(A ...args);

template <typename T, typename ...A>
void enqueue(T && first, A ...args);

Put an event into the event queue. The event type is deducted from the arguments of enqueue.
All copyable arguments are copied to internal data structure. All non-copyable but movable arguments are moved.
EventQueue requires the arguments either copyable or movable.
If an argument is a reference to a base class and a derived object is passed in, only the base object will be stored and the derived object is lost. Usually shared pointer should be used in such situation.
If an argument is a pointer, only the pointer will be stored. The object it points to must be available until the event is processed.
enqueue wakes up any threads that are blocked by wait or waitFor.
The time complexity is O(1).

The two overloaded functions have similar but slightly difference. How to use them depends on the ArgumentPassingMode policy. Please reference the document of policies for more information.

process

bool process();

Process the event queue. All events in the event queue are dispatched once and then removed from the queue.
The function returns true if any events were processed, false if no event was processed.
The listeners are called in the thread same as the caller of process.
Any new events added to the queue during process() are not dispatched during current process().
process() is efficient in single thread event processing, it processes all events in the queue in current thread. To process events from multiple threads efficiently, use processOne().
Note: if process() is called from multiple threads simultaneously, the events in the event queue are guaranteed dispatched only once.

processOne

bool processOne();

Process one event in the event queue. The first event in the event queue is dispatched once and then removed from the queue.
The function returns true if one event was processed, false if no event was processed.
The listener is called in the thread same as the caller of processOne.
Any new events added to the queue during processOne() are not dispatched during current processOne().
If there are multiple threads processing events, processOne() is more efficient than process() because it can split the events processing to different threads. However, if there is only one thread processing events, 'process()' is more efficient.
Note: if processOne() is called from multiple threads simultaneously, the events in the event queue are guaranteed dispatched only once.

processIf

template <typename Predictor>
bool processIf(Predictor && predictor);

Process the event queue. Before processing an event, the event is passed to predictor and the event will be processed only if predictor returns true. If predictor returns false, the event will not be processed and be kept in the queue, then processIf will continue processing next event in the queue.
predictor is a callable object(function, lambda, etc) that takes exactly the same arguments as EventQueue::enqueue or have no arguments, and returns a boolean value. eventpp will pass the arguments properly. processIf returns true if any event was dispatched, false if no event was dispatched.
processIf has some good use scenarios:

  1. Process certain events in certain thread. For example, in a GUI application, the UI related events may be only desired to be processed in the main thread. In such case, predictor may return true for any UI events, and return false for any non-UI events.
template <typename Predictor>
bool processUntil(Predictor && predictor);

Process the event queue. Before processing an event, the event is passed to predictor. If predictor returns true, processUntil stops any further processing and returns. If predictor returns false, processUntil will process the underlying events.
predictor is a callable object(function, lambda, etc) that takes exactly the same arguments as EventQueue::enqueue or have no arguments, and returns a boolean value. eventpp will pass the arguments properly. processUntil returns true if any event was dispatched, false if no event was dispatched.
processUntil has a good use case that limits the process time to simulate "timeout". For example, in a game engine, the event process may be limited to only several milliseconds, the remaining events will be processed in next game loop. In such situation, the predictor can return true when time out.

emptyQueue

bool emptyQueue() const;

Return true if there is no any event in the event queue, false if there are any events in the event queue.
Note: in multiple threading environment, the empty state may change immediately after the function returns.
Note: don't write loop as while(! eventQueue.emptyQueue()) {}. It's dead loop since the compiler will inline the code and the change of empty state is never seen by the loop. The safe approach is while(eventQueue.waitFor(std::chrono::nanoseconds(0))) ;.

clearEvents

void clearEvents();

Clear all queued events without dispatching them.
This is useful to clear any references such as shared pointer in the queued events to avoid cyclic reference.

wait

void wait() const;

wait causes the current thread to block until the queue is not empty.
Note: though wait has work around with spurious wakeup internally, the queue is not guaranteed not empty after wait returns.
wait is useful when a thread processes the event queue. A sample usage is,

for(;;) {
    eventQueue.wait();
    eventQueue.process();
}

The code works even if it doesn't wait, but doing that will waste CPU power resource.

waitFor

template <class Rep, class Period>
bool waitFor(const std::chrono::duration<Rep, Period> & duration) const;

Wait for no longer than duration time out.
Return true if the queue is not empty, false if the return is caused by time out.
waitFor is useful when a event queue processing thread has other condition to check. For example,

std::atomic<bool> shouldStop(false);
for(;;) {
    while(! eventQueue.waitFor(std::chrono::milliseconds(10)) && ! shouldStop.load()) ;
    if(shouldStop.load()) {
        break;
    }

    eventQueue.process();
}

peekEvent

bool peekEvent(EventQueue::QueuedEvent * queuedEvent);

Retrieve an event from the queue. The event is returned in queuedEvent.

struct EventQueue::QueuedEvent
{
    TheEventType event;
    std::tuple<ArgumentTypes...> arguments;
};

queuedEvent is a EventQueue::QueuedEvent struct. event is the EventQueue::Event, arguments are the arguments passed in enqueue.
If the queue is empty, the function returns false, otherwise true if an event is retrieved successfully.
After the function returns, the original even is still in the queue.
Note: peekEvent doesn't work with any non-copyable event arguments. If peekEvent is called when any arguments are non-copyable, compile fails.

takeEvent

bool takeEvent(EventQueue::QueuedEvent * queuedEvent);

Take an event from the queue and remove the original event from the queue. The event is returned in queuedEvent.
If the queue is empty, the function returns false, otherwise true if an event is retrieved successfully.
After the function returns, the original even is removed from the queue.
Note: takeEvent works with non-copyable event arguments.

dispatch

void dispatch(const QueuedEvent & queuedEvent);

Dispatch an event which was returned by peekEvent or takeEvent.

Inner class EventQueue::DisableQueueNotify

EventQueue::DisableQueueNotify is a RAII class that temporarily prevents the event queue from waking up any waiting threads. When any DisableQueueNotify object exist, calling enqueue doesn't wake up any threads that are blocked by wait. When the DisableQueueNotify object is out of scope, the waking up is resumed. If there are more than one DisableQueueNotify objects, the waking up is only resumed after all DisableQueueNotify objects are destroyed.
DisableQueueNotify is useful to improve performance when batching adding events to the queue. For example, in a main loop of a game engine, DisableQueueNotify can be created on the start in a frame, then the game adding events to the queue, and the DisableQueueNotify is destroyed at the end of a frame and the events are processed.

To use DisableQueueNotify, construct it with a pointer to event queue.

Sample code

using EQ = eventpp::EventQueue<int, void ()>;
EQ queue;
{
    EQ::DisableQueueNotify disableNotify(&queue);
    // any blocking threads will not be waken up by the below two lines.
    queue.enqueue(1);
    queue.enqueue(2);
}
// any blocking threads are waken up here immediately.

// any blocking threads will be waken up by below line since there is no DisableQueueNotify.
queue.enqueue(3);

Internal data structure

EventQueue uses three std::list to manage the event queue.
The first busy list holds all nodes of queued events.
The second idle list holds all idle nodes. After an event is dispatched and removed from the queue, instead of freeing the memory, EventQueue moves the unused node to the idle list. This can improve performance and avoid memory fragment.
The third list is a local temporary list used in function process(). During processing, the busy list is swapped to the temporary list, all events are dispatched from the temporary list, then the temporary list is returned and appended to the idle list.