void CliContext::ThreadStateChanged(const Team::ThreadEvent& threadEvent) { if (threadEvent.GetThread()->State() != THREAD_STATE_STOPPED) return; _QueueEvent( new(std::nothrow) Event(EVENT_THREAD_STOPPED, threadEvent.GetThread())); _SignalInputLoop(EVENT_THREAD_STOPPED); }
void TeamWindow::ThreadStackTraceChanged(const Team::ThreadEvent& event) { BMessage message(MSG_THREAD_STACK_TRACE_CHANGED); message.AddInt32("thread", event.GetThread()->ID()); PostMessage(&message); }
void TeamWindow::ThreadCpuStateChanged(const Team::ThreadEvent& event) { BMessage message(MSG_THREAD_CPU_STATE_CHANGED); message.AddInt32("thread", event.GetThread()->ID()); PostMessage(&message); }
void CliContext::ThreadRemoved(const Team::ThreadEvent& threadEvent) { _QueueEvent( new(std::nothrow) Event(EVENT_THREAD_REMOVED, threadEvent.GetThread())); _SignalInputLoop(EVENT_THREAD_REMOVED); }
void TeamDebugger::ThreadStateChanged(const ::Team::ThreadEvent& event) { BMessage message(MSG_THREAD_STATE_CHANGED); message.AddInt32("thread", event.GetThread()->ID()); PostMessage(&message); }
void DebugReportGenerator::ThreadStackTraceChanged(const ::Team::ThreadEvent& event) { if (fTraceWaitingThread == event.GetThread()) { fTraceWaitingThread = NULL; release_sem(fTeamDataSem); } }
void ThreadListView::ThreadStateChanged(const Team::ThreadEvent& event) { BMessage message(MSG_SYNC_THREAD_LIST); message.AddInt32("thread", event.GetThread()->ID()); Looper()->PostMessage(&message, this); }
void InspectorWindow::ThreadStateChanged(const Team::ThreadEvent& event) { BMessage message(MSG_THREAD_STATE_CHANGED); BReference< ::Thread> threadReference(event.GetThread()); message.AddPointer("thread", threadReference.Get()); if (PostMessage(&message) == B_OK) threadReference.Detach(); }
void CommandLineUserInterface::ThreadStateChanged(const Team::ThreadEvent& event) { if (fSaveReport) { Thread* thread = event.GetThread(); // If we were asked to attach/report on a specific thread // rather than a team, and said thread was still // running, when we attached, we need to wait for its corresponding // stop state before generating a report, else we might not get its // stack trace. if (thread->ID() == fReportTargetThread && thread->State() == THREAD_STATE_STOPPED) { _SubmitSaveReport(); } } }