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path: root/drivers/unix/thread_posix.cpp
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2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-03-14Thread: Re-add pthread_np.h include for FreeBSD/OpenBSDRémi Verschelde
Was a regression from #45315. Fixes #46998.
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-18Linux/BSD: Fix support for NetBSDRémi Verschelde
Add __NetBSD__ to `platform_config.h` so that it can find `alloca` and use the proper `pthread_setname_np` format. Rename RANDOM_MAX to avoid conflict with NetBSD stdlib. Fixes #42145.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-01-25Improve custom thread numbering for POSIXIgnacio Etcheverry
We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-04Fix some OSX and iOS Clang warningsRémi Verschelde
Fixes the following XCode 9.4.1 warnings: ``` core/os/memory.cpp:175:13: warning: unused variable 's' [-Wunused-variable] drivers/coremidi/core_midi.cpp:68:14: warning: comparison between NULL and non-pointer ('MIDIEndpointRef' (aka 'unsigned int') and NULL) [-Wnull-arithmetic] drivers/gles2/rasterizer_gles2.cpp:77:24: warning: unused function '_gl_debug_print' [-Wunused-function,34] drivers/unix/thread_posix.cpp:106:12: warning: unused variable 'running_thread' [-Wunused-variable,34] modules/gdnative/nativescript/nativescript.h:371:16: warning: in-class initialization of non-static data member is a C++11 extension [-Wc++11-extensions] platform/iphone/gl_view.mm:56:14: warning: unused variable 'video_previous_volume' [-Wunused-variable,34] platform/iphone/gl_view.mm:251:12: warning: unused function 'get_first_id' [-Wunused-function,34] platform/iphone/main.m:45:15: warning: unused variable 'app' [-Wunused-variable,34] platform/osx/os_osx.mm:79:15: warning: unused function 'convertRectToBacking' [-Wunused-function] ```
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-03-20Add RWLockDummy for NO_THREADS buildsLeon Krause
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-08-29Merge pull request #10552 from RandomShaper/improve-posixRémi Verschelde
Improve Mac/UNIX conformance/reliability
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Implement custom thread numbering for POSIXPedro J. Estébanez
For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage. Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-06-25Added function to notify ScriptLanguage when a thread is created/freed, ↵Juan Linietsky
allows scripts to allocate a stack there via TLS
2016-01-31thread renamingAriel Manzur
2016-01-09Fix pthread renaming in Open/FreeBSDeska
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-22threadsAriel Manzur
2015-12-18thread rename for ios and osx (if called from the thread to be renamed)Ariel Manzur
2015-12-17thread set nameAriel Manzur
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-13-fixed export templates not loading/exporting on WindowsJuan Linietsky
-fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky