mod-playerbots/src/Script/WorldThr/PlayerbotWorldThreadProcessor.h

143 lines
4.2 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_WORLD_THREAD_PROCESSOR_H
#define _PLAYERBOT_WORLD_THREAD_PROCESSOR_H
#include "Common.h"
#include "PlayerbotOperation.h"
#include <memory>
#include <mutex>
#include <queue>
/**
* @brief Processes thread-unsafe bot operations in the world thread
*
* The PlayerbotWorldThreadProcessor manages a queue of operations that must be executed
* in the world thread rather than map threads. This ensures thread safety for operations
* like group modifications, LFG, guilds, battlegrounds, etc.
*
* Architecture:
* - Map threads queue operations via QueueOperation()
* - World thread processes operations via Update() (called from WorldScript::OnUpdate)
* - Operations are processed in priority order
* - Thread-safe queue protected by mutex
*
* Usage:
* auto op = std::make_unique<MyOperation>(botGuid, params);
* sPlayerbotWorldProcessor->QueueOperation(std::move(op));
*/
class PlayerbotWorldThreadProcessor
{
public:
PlayerbotWorldThreadProcessor();
~PlayerbotWorldThreadProcessor();
static PlayerbotWorldThreadProcessor* instance();
/**
* @brief Update and process queued operations (called from world thread)
*
* This method should be called from WorldScript::OnUpdate hook, which runs in the world thread.
* It processes a batch of queued operations.
*
* @param diff Time since last update in milliseconds
*/
void Update(uint32 diff);
/**
* @brief Queue an operation for execution in the world thread
*
* Thread-safe method that can be called from any thread (typically map threads).
* The operation will be executed later during Update().
*
* @param operation Unique pointer to the operation (ownership is transferred)
* @return true if operation was queued, false if queue is full
*/
bool QueueOperation(std::unique_ptr<PlayerbotOperation> operation);
/**
* @brief Get current queue size
*
* Thread-safe method for monitoring queue size.
*
* @return Number of operations waiting to be processed
*/
uint32 GetQueueSize() const;
/**
* @brief Clear all queued operations
*
* Used during shutdown or emergency situations.
*/
void ClearQueue();
/**
* @brief Get statistics about operation processing
*/
struct Statistics
{
uint64 totalOperationsProcessed = 0;
uint64 totalOperationsFailed = 0;
uint64 totalOperationsSkipped = 0;
uint32 currentQueueSize = 0;
uint32 maxQueueSize = 0;
uint32 averageExecutionTimeMs = 0;
};
Statistics GetStatistics() const;
/**
* @brief Enable/disable operation processing
*
* When disabled, operations are still queued but not processed.
* Useful for testing or temporary suspension.
*
* @param enabled true to enable processing, false to disable
*/
void SetEnabled(bool enabled) { m_enabled = enabled; }
bool IsEnabled() const { return m_enabled; }
private:
/**
* @brief Process a single batch of operations
*
* Extracts operations from queue and executes them.
* Called internally by Update().
*/
void ProcessBatch();
/**
* @brief Check if queue is approaching capacity
*
* Logs warning if queue is getting full.
*/
void CheckQueueHealth();
// Thread-safe queue
mutable std::mutex m_queueMutex;
std::queue<std::unique_ptr<PlayerbotOperation>> m_operationQueue;
// Configuration
bool m_enabled;
uint32 m_maxQueueSize; // Maximum operations in queue
uint32 m_batchSize; // Operations to process per Update()
uint32 m_queueWarningThreshold; // Warn when queue reaches this percentage
// Statistics
mutable std::mutex m_statsMutex;
Statistics m_stats;
// Timing
uint32 m_timeSinceLastUpdate;
uint32 m_updateInterval; // Minimum ms between updates
};
#define sPlayerbotWorldProcessor PlayerbotWorldThreadProcessor::instance()
#endif