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#include "dicerollernode.h"
#include "die.h"
#include <QThread>
#include <QThreadPool>
#include <QDebug>
#include <QTime>
DiceRoller::DiceRoller(QMutex* mutex,DiceResult* diceResult,int faces,int count)
: m_mutex(mutex),m_sharedDiceResult(diceResult),m_faces(faces),m_diceCount(count)
{
}
void DiceRoller::run()
{
for(quint64 i=0; i < m_diceCount ; ++i)
{
Die* die = new Die();
die->setFaces(m_faces);
die->roll();
m_mutex->lock();
m_sharedDiceResult->insertResult(die);
m_mutex->unlock();
}
}
//////////////////////////////////////////////////
/// \brief DiceRollerNode::DiceRollerNode
//////////////////////////////////////////////////
DiceRollerNode::DiceRollerNode(quint64 faces)
: m_faces(faces),m_myDiceResult(new DiceResult())
{
m_mutex=new QMutex();
m_result=m_myDiceResult;
}
void DiceRollerNode::run(ExecutionNode* previous)
{
// qDebug() << "DiceRollerNode node";
if(NULL!=previous)
{
Result* result=previous->getResult();
if(NULL!=result)
{
m_diceCount = result->getScalar();
m_result->setPrevious(result);
for(quint64 i=0; i < m_diceCount ; ++i)
{
Die* die = new Die();
die->setFaces(m_faces);
die->roll();
m_myDiceResult->insertResult(die);
}
/* quint64 threadCount = QThread::idealThreadCount();
if(threadCount>m_diceCount)
{
threadCount=m_diceCount;
}
quint64 dicePass = m_diceCount/threadCount;
quint64 remainingDiceCount=m_diceCount;
QThreadPool threadpool;
for(int i=threadCount-1;i>=0 && remainingDiceCount>0;--i)
{
remainingDiceCount-=dicePass;
if((remainingDiceCount<dicePass)||((i==0)&&(remainingDiceCount!=0)))
{
dicePass+=remainingDiceCount;
remainingDiceCount=0;
}
qDebug() << remainingDiceCount << dicePass << i << threadCount;
threadpool.start(new DiceRoller(m_mutex,m_myDiceResult,m_faces,dicePass));
}
threadpool.waitForDone();*/
if(NULL!=m_nextNode)
{
m_nextNode->run(this);
}
}
}
}
quint64 DiceRollerNode::getFaces()
{
return m_faces;
}
QString DiceRollerNode::toString() const
{
return QString("DiceRollerNode");
}
qint64 DiceRollerNode::getPriority() const
{
qint64 priority=4;
// if(NULL!=m_nextNode)
// {
// priority = m_nextNode->getPriority();
// }
return priority;
}
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