| // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ |
| #define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ |
| |
| #include "base/base_export.h" |
| #include "base/basictypes.h" |
| |
| #if defined(OS_WIN) |
| #include "base/win/scoped_handle.h" |
| #endif |
| |
| #if defined(OS_POSIX) |
| #include <list> |
| #include <utility> |
| #include "base/memory/ref_counted.h" |
| #include "base/synchronization/lock.h" |
| #endif |
| |
| namespace base { |
| |
| class TimeDelta; |
| |
| // A WaitableEvent can be a useful thread synchronization tool when you want to |
| // allow one thread to wait for another thread to finish some work. For |
| // non-Windows systems, this can only be used from within a single address |
| // space. |
| // |
| // Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to |
| // protect a simple boolean value. However, if you find yourself using a |
| // WaitableEvent in conjunction with a Lock to wait for a more complex state |
| // change (e.g., for an item to be added to a queue), then you should probably |
| // be using a ConditionVariable instead of a WaitableEvent. |
| // |
| // NOTE: On Windows, this class provides a subset of the functionality afforded |
| // by a Windows event object. This is intentional. If you are writing Windows |
| // specific code and you need other features of a Windows event, then you might |
| // be better off just using an Windows event directly. |
| class BASE_EXPORT WaitableEvent { |
| public: |
| // If manual_reset is true, then to set the event state to non-signaled, a |
| // consumer must call the Reset method. If this parameter is false, then the |
| // system automatically resets the event state to non-signaled after a single |
| // waiting thread has been released. |
| WaitableEvent(bool manual_reset, bool initially_signaled); |
| |
| #if defined(OS_WIN) |
| // Create a WaitableEvent from an Event HANDLE which has already been |
| // created. This objects takes ownership of the HANDLE and will close it when |
| // deleted. |
| explicit WaitableEvent(win::ScopedHandle event_handle); |
| #endif |
| |
| ~WaitableEvent(); |
| |
| // Put the event in the un-signaled state. |
| void Reset(); |
| |
| // Put the event in the signaled state. Causing any thread blocked on Wait |
| // to be woken up. |
| void Signal(); |
| |
| // Returns true if the event is in the signaled state, else false. If this |
| // is not a manual reset event, then this test will cause a reset. |
| bool IsSignaled(); |
| |
| // Wait indefinitely for the event to be signaled. Wait's return "happens |
| // after" |Signal| has completed. This means that it's safe for a |
| // WaitableEvent to synchronise its own destruction, like this: |
| // |
| // WaitableEvent *e = new WaitableEvent; |
| // SendToOtherThread(e); |
| // e->Wait(); |
| // delete e; |
| void Wait(); |
| |
| // Wait up until max_time has passed for the event to be signaled. Returns |
| // true if the event was signaled. If this method returns false, then it |
| // does not necessarily mean that max_time was exceeded. |
| // |
| // TimedWait can synchronise its own destruction like |Wait|. |
| bool TimedWait(const TimeDelta& max_time); |
| |
| #if defined(OS_WIN) |
| HANDLE handle() const { return handle_.Get(); } |
| #endif |
| |
| // Wait, synchronously, on multiple events. |
| // waitables: an array of WaitableEvent pointers |
| // count: the number of elements in @waitables |
| // |
| // returns: the index of a WaitableEvent which has been signaled. |
| // |
| // You MUST NOT delete any of the WaitableEvent objects while this wait is |
| // happening, however WaitMany's return "happens after" the |Signal| call |
| // that caused it has completed, like |Wait|. |
| static size_t WaitMany(WaitableEvent** waitables, size_t count); |
| |
| // For asynchronous waiting, see WaitableEventWatcher |
| |
| // This is a private helper class. It's here because it's used by friends of |
| // this class (such as WaitableEventWatcher) to be able to enqueue elements |
| // of the wait-list |
| class Waiter { |
| public: |
| // Signal the waiter to wake up. |
| // |
| // Consider the case of a Waiter which is in multiple WaitableEvent's |
| // wait-lists. Each WaitableEvent is automatic-reset and two of them are |
| // signaled at the same time. Now, each will wake only the first waiter in |
| // the wake-list before resetting. However, if those two waiters happen to |
| // be the same object (as can happen if another thread didn't have a chance |
| // to dequeue the waiter from the other wait-list in time), two auto-resets |
| // will have happened, but only one waiter has been signaled! |
| // |
| // Because of this, a Waiter may "reject" a wake by returning false. In |
| // this case, the auto-reset WaitableEvent shouldn't act as if anything has |
| // been notified. |
| virtual bool Fire(WaitableEvent* signaling_event) = 0; |
| |
| // Waiters may implement this in order to provide an extra condition for |
| // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the |
| // pointers match then this function is called as a final check. See the |
| // comments in ~Handle for why. |
| virtual bool Compare(void* tag) = 0; |
| |
| protected: |
| virtual ~Waiter() {} |
| }; |
| |
| private: |
| friend class WaitableEventWatcher; |
| |
| #if defined(OS_WIN) |
| win::ScopedHandle handle_; |
| #else |
| // On Windows, one can close a HANDLE which is currently being waited on. The |
| // MSDN documentation says that the resulting behaviour is 'undefined', but |
| // it doesn't crash. However, if we were to include the following members |
| // directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an |
| // event which gets deleted. This mismatch has bitten us several times now, |
| // so we have a kernel of the WaitableEvent, which is reference counted. |
| // WaitableEventWatchers may then take a reference and thus match the Windows |
| // behaviour. |
| struct WaitableEventKernel : |
| public RefCountedThreadSafe<WaitableEventKernel> { |
| public: |
| WaitableEventKernel(bool manual_reset, bool initially_signaled); |
| |
| bool Dequeue(Waiter* waiter, void* tag); |
| |
| base::Lock lock_; |
| const bool manual_reset_; |
| bool signaled_; |
| std::list<Waiter*> waiters_; |
| |
| private: |
| friend class RefCountedThreadSafe<WaitableEventKernel>; |
| ~WaitableEventKernel(); |
| }; |
| |
| typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex; |
| |
| // When dealing with arrays of WaitableEvent*, we want to sort by the address |
| // of the WaitableEvent in order to have a globally consistent locking order. |
| // In that case we keep them, in sorted order, in an array of pairs where the |
| // second element is the index of the WaitableEvent in the original, |
| // unsorted, array. |
| static size_t EnqueueMany(WaiterAndIndex* waitables, |
| size_t count, Waiter* waiter); |
| |
| bool SignalAll(); |
| bool SignalOne(); |
| void Enqueue(Waiter* waiter); |
| |
| scoped_refptr<WaitableEventKernel> kernel_; |
| #endif |
| |
| DISALLOW_COPY_AND_ASSIGN(WaitableEvent); |
| }; |
| |
| } // namespace base |
| |
| #endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ |