spawnManager()
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pub fn wait(self: *WaitGroup) void {
const state = self.state.fetchAdd(is_waiting, .acquire);
assert(state & is_waiting == 0);
if ((state / one_pending) > 0) {
self.event.wait();
}
}
pub fn reset(self: *WaitGroup) void {
self.state.store(0, .monotonic);
self.event.reset();
}
pub fn isDone(wg: *WaitGroup) bool {
const state = wg.state.load(.acquire);
assert(state & is_waiting == 0);
return (state / one_pending) == 0;
}
// Spawns a new thread for the task. This is appropriate when the callee
// delegates all work.
pub fn spawnManager(
wg: *WaitGroup,
comptime func: anytype,
args: anytype,
) void {
if (builtin.single_threaded) {
@call(.auto, func, args);
return;
}
const Manager = struct {
fn run(wg_inner: *WaitGroup, args_inner: @TypeOf(args)) void {
defer wg_inner.finish();
@call(.auto, func, args_inner);
}
};
wg.start();
_ = std.Thread.spawn(.{}, Manager.run, .{ wg, args }) catch Manager.run(wg, args);
}
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