This file is indexed.

/usr/include/osg/OperationThread is in libopenscenegraph-dev 3.0.1-4.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_OPERATIONTHREAD
#define OSG_OPERATIONTHREAD 1

#include <osg/observer_ptr>
#include <osg/Object>

#include <OpenThreads/Thread>
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <OpenThreads/Block>

#include <list>
#include <set>

namespace osg {

class RefBlock : virtual public osg::Referenced, public OpenThreads::Block
{
    public:

        RefBlock():
            osg::Referenced(true) {}

};

class RefBlockCount : virtual public osg::Referenced, public OpenThreads::BlockCount
{
    public:

        RefBlockCount(unsigned blockCount):
            osg::Referenced(true),
            OpenThreads::BlockCount(blockCount) {}

};

/** Base class for implementing graphics operations.*/
class Operation : virtual public Referenced
{
    public:

        Operation(const std::string& name, bool keep):
            osg::Referenced(true),
            _name(name),
            _keep(keep) {}


        /** Set the human readable name of the operation.*/
        void setName(const std::string& name) { _name = name; }

        /** Get the human readable name of the operation.*/
        const std::string& getName() const { return _name; }

        /** Set whether the operation should be kept once its been applied.*/ 
        void setKeep(bool keep) { _keep = keep; }

        /** Get whether the operation should be kept once its been applied.*/ 
        bool getKeep() const { return _keep; }

        /** if this operation is a barrier then release it.*/
        virtual void release() {}

        /** Do the actual task of this operation.*/ 
        virtual void operator () (Object*) = 0;

    protected:
    
        Operation():
            Referenced(true),
            _keep(false) {}

        Operation(const Operation& op):
            Referenced(true),
            _name(op._name),
            _keep(op._keep) {}

        virtual ~Operation() {}

        std::string _name;
        bool        _keep;
};

class OperationThread;

class OSG_EXPORT OperationQueue : public Referenced
{
    public:
    
        OperationQueue();
        
        /** Get the next operation from the operation queue. 
          * Return null ref_ptr<> if no operations are left in queue. */  
        osg::ref_ptr<Operation> getNextOperation(bool blockIfEmpty = false);

        /** Return true if the operation queue is empty. */
        bool empty();
        
        /** Return the num of pending operations that are sitting in the OperationQueue.*/
        unsigned int getNumOperationsInQueue();

        /** Add operation to end of OperationQueue, this will be 
          * executed by the operation thread once this operation gets to the head of the queue.*/
        void add(Operation* operation);
        
        /** Remove operation from OperationQueue.*/
        void remove(Operation* operation);

        /** Remove named operation from OperationQueue.*/
        void remove(const std::string& name);

        /** Remove all operations from OperationQueue.*/
        void removeAllOperations();
        
        /** Run the operations. */
        void runOperations(Object* callingObject=0);

        /** Call release on all operations. */
        void releaseAllOperations(); 

        /** Release operations block that is used to block threads that are waiting on an empty operations queue.*/
        void releaseOperationsBlock();

        typedef std::set<OperationThread*> OperationThreads;
        
        /** Get the set of OperationThreads that are sharing this OperationQueue. */
        const OperationThreads& getOperationThreads() const { return _operationThreads; }

    protected:

        virtual ~OperationQueue();

        friend class OperationThread;
        
        void addOperationThread(OperationThread* thread);
        void removeOperationThread(OperationThread* thread);
        
        typedef std::list< osg::ref_ptr<Operation> > Operations;

        OpenThreads::Mutex          _operationsMutex;
        osg::ref_ptr<osg::RefBlock> _operationsBlock;
        Operations                  _operations;
        Operations::iterator        _currentOperationIterator;

        OperationThreads            _operationThreads;
};

/** OperationThread is a helper class for running Operation within a single thread.*/
class OSG_EXPORT OperationThread : public Referenced, public OpenThreads::Thread
{
    public:
        OperationThread();

        void setParent(Object* parent) { _parent = parent; }

        Object* getParent() { return _parent.get(); }
        
        const Object* getParent() const { return _parent.get(); }


        /** Set the OperationQueue. */
        void setOperationQueue(OperationQueue* opq);

        /** Get the OperationQueue. */
        OperationQueue* getOperationQueue() { return _operationQueue.get(); }

        /** Get the const OperationQueue. */
        const OperationQueue* getOperationQueue() const { return _operationQueue.get(); }

        
        /** Add operation to end of OperationQueue, this will be 
          * executed by the graphics thread once this operation gets to the head of the queue.*/
        void add(Operation* operation);
        
        /** Remove operation from OperationQueue.*/
        void remove(Operation* operation);

        /** Remove named operation from OperationQueue.*/
        void remove(const std::string& name);

        /** Remove all operations from OperationQueue.*/
        void removeAllOperations();

        
        /** Get the operation currently being run.*/
        osg::ref_ptr<Operation> getCurrentOperation() { return _currentOperation; }

        /** Run does the opertion thread run loop.*/
        virtual void run();
        
        void setDone(bool done);
        
        bool getDone() const { return _done; }

        /** Cancel this graphics thread.*/        
        virtual int cancel();

    protected:
    
        virtual ~OperationThread();
        
        observer_ptr<Object>            _parent;

        bool                            _done;

        OpenThreads::Mutex              _threadMutex;
        osg::ref_ptr<OperationQueue>    _operationQueue;
        osg::ref_ptr<Operation>         _currentOperation;

};

typedef OperationThread OperationsThread;

}

#endif