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authorbrettw@chromium.org <brettw@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-01-01 23:16:20 +0000
committerbrettw@chromium.org <brettw@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-01-01 23:16:20 +0000
commitbc581a6829fe49e43f4869075781d6dc94843f09 (patch)
treea94363488dadff28fe2c03f3a169b6ad2eeb02e8 /base/synchronization/condition_variable_unittest.cc
parent10f33b1bd6c6adb6306759a45bf3a5c18221d878 (diff)
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Move base/lock and base/condition_variable to base/synchronization/
I kept a base/lock.h in place with a using statement to avoid updating all callers in one CL. TEST=it compiles BUG=none Review URL: http://codereview.chromium.org/6018013 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@70363 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'base/synchronization/condition_variable_unittest.cc')
-rw-r--r--base/synchronization/condition_variable_unittest.cc750
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diff --git a/base/synchronization/condition_variable_unittest.cc b/base/synchronization/condition_variable_unittest.cc
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+++ b/base/synchronization/condition_variable_unittest.cc
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+// Copyright (c) 2011 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.
+
+// Multi-threaded tests of ConditionVariable class.
+
+#include <time.h>
+#include <algorithm>
+#include <vector>
+
+#include "base/synchronization/condition_variable.h"
+#include "base/lock.h"
+#include "base/logging.h"
+#include "base/scoped_ptr.h"
+#include "base/spin_wait.h"
+#include "base/threading/platform_thread.h"
+#include "base/threading/thread_collision_warner.h"
+#include "base/time.h"
+#include "testing/gtest/include/gtest/gtest.h"
+#include "testing/platform_test.h"
+
+namespace base {
+
+namespace {
+//------------------------------------------------------------------------------
+// Define our test class, with several common variables.
+//------------------------------------------------------------------------------
+
+class ConditionVariableTest : public PlatformTest {
+ public:
+ const TimeDelta kZeroMs;
+ const TimeDelta kTenMs;
+ const TimeDelta kThirtyMs;
+ const TimeDelta kFortyFiveMs;
+ const TimeDelta kSixtyMs;
+ const TimeDelta kOneHundredMs;
+
+ explicit ConditionVariableTest()
+ : kZeroMs(TimeDelta::FromMilliseconds(0)),
+ kTenMs(TimeDelta::FromMilliseconds(10)),
+ kThirtyMs(TimeDelta::FromMilliseconds(30)),
+ kFortyFiveMs(TimeDelta::FromMilliseconds(45)),
+ kSixtyMs(TimeDelta::FromMilliseconds(60)),
+ kOneHundredMs(TimeDelta::FromMilliseconds(100)) {
+ }
+};
+
+//------------------------------------------------------------------------------
+// Define a class that will control activities an several multi-threaded tests.
+// The general structure of multi-threaded tests is that a test case will
+// construct an instance of a WorkQueue. The WorkQueue will spin up some
+// threads and control them throughout their lifetime, as well as maintaining
+// a central repository of the work thread's activity. Finally, the WorkQueue
+// will command the the worker threads to terminate. At that point, the test
+// cases will validate that the WorkQueue has records showing that the desired
+// activities were performed.
+//------------------------------------------------------------------------------
+
+// Callers are responsible for synchronizing access to the following class.
+// The WorkQueue::lock_, as accessed via WorkQueue::lock(), should be used for
+// all synchronized access.
+class WorkQueue : public PlatformThread::Delegate {
+ public:
+ explicit WorkQueue(int thread_count);
+ ~WorkQueue();
+
+ // PlatformThread::Delegate interface.
+ void ThreadMain();
+
+ //----------------------------------------------------------------------------
+ // Worker threads only call the following methods.
+ // They should use the lock to get exclusive access.
+ int GetThreadId(); // Get an ID assigned to a thread..
+ bool EveryIdWasAllocated() const; // Indicates that all IDs were handed out.
+ TimeDelta GetAnAssignment(int thread_id); // Get a work task duration.
+ void WorkIsCompleted(int thread_id);
+
+ int task_count() const;
+ bool allow_help_requests() const; // Workers can signal more workers.
+ bool shutdown() const; // Check if shutdown has been requested.
+
+ void thread_shutting_down();
+
+
+ //----------------------------------------------------------------------------
+ // Worker threads can call them but not needed to acquire a lock.
+ Lock* lock();
+
+ ConditionVariable* work_is_available();
+ ConditionVariable* all_threads_have_ids();
+ ConditionVariable* no_more_tasks();
+
+ //----------------------------------------------------------------------------
+ // The rest of the methods are for use by the controlling master thread (the
+ // test case code).
+ void ResetHistory();
+ int GetMinCompletionsByWorkerThread() const;
+ int GetMaxCompletionsByWorkerThread() const;
+ int GetNumThreadsTakingAssignments() const;
+ int GetNumThreadsCompletingTasks() const;
+ int GetNumberOfCompletedTasks() const;
+ TimeDelta GetWorkTime() const;
+
+ void SetWorkTime(TimeDelta delay);
+ void SetTaskCount(int count);
+ void SetAllowHelp(bool allow);
+
+ // The following must be called without locking, and will spin wait until the
+ // threads are all in a wait state.
+ void SpinUntilAllThreadsAreWaiting();
+ void SpinUntilTaskCountLessThan(int task_count);
+
+ // Caller must acquire lock before calling.
+ void SetShutdown();
+
+ // Compares the |shutdown_task_count_| to the |thread_count| and returns true
+ // if they are equal. This check will acquire the |lock_| so the caller
+ // should not hold the lock when calling this method.
+ bool ThreadSafeCheckShutdown(int thread_count);
+
+ private:
+ // Both worker threads and controller use the following to synchronize.
+ Lock lock_;
+ ConditionVariable work_is_available_; // To tell threads there is work.
+
+ // Conditions to notify the controlling process (if it is interested).
+ ConditionVariable all_threads_have_ids_; // All threads are running.
+ ConditionVariable no_more_tasks_; // Task count is zero.
+
+ const int thread_count_;
+ int waiting_thread_count_;
+ scoped_array<PlatformThreadHandle> thread_handles_;
+ std::vector<int> assignment_history_; // Number of assignment per worker.
+ std::vector<int> completion_history_; // Number of completions per worker.
+ int thread_started_counter_; // Used to issue unique id to workers.
+ int shutdown_task_count_; // Number of tasks told to shutdown
+ int task_count_; // Number of assignment tasks waiting to be processed.
+ TimeDelta worker_delay_; // Time each task takes to complete.
+ bool allow_help_requests_; // Workers can signal more workers.
+ bool shutdown_; // Set when threads need to terminate.
+
+ DFAKE_MUTEX(locked_methods_);
+};
+
+//------------------------------------------------------------------------------
+// The next section contains the actual tests.
+//------------------------------------------------------------------------------
+
+TEST_F(ConditionVariableTest, StartupShutdownTest) {
+ Lock lock;
+
+ // First try trivial startup/shutdown.
+ {
+ ConditionVariable cv1(&lock);
+ } // Call for cv1 destruction.
+
+ // Exercise with at least a few waits.
+ ConditionVariable cv(&lock);
+
+ lock.Acquire();
+ cv.TimedWait(kTenMs); // Wait for 10 ms.
+ cv.TimedWait(kTenMs); // Wait for 10 ms.
+ lock.Release();
+
+ lock.Acquire();
+ cv.TimedWait(kTenMs); // Wait for 10 ms.
+ cv.TimedWait(kTenMs); // Wait for 10 ms.
+ cv.TimedWait(kTenMs); // Wait for 10 ms.
+ lock.Release();
+} // Call for cv destruction.
+
+TEST_F(ConditionVariableTest, TimeoutTest) {
+ Lock lock;
+ ConditionVariable cv(&lock);
+ lock.Acquire();
+
+ TimeTicks start = TimeTicks::Now();
+ const TimeDelta WAIT_TIME = TimeDelta::FromMilliseconds(300);
+ // Allow for clocking rate granularity.
+ const TimeDelta FUDGE_TIME = TimeDelta::FromMilliseconds(50);
+
+ cv.TimedWait(WAIT_TIME + FUDGE_TIME);
+ TimeDelta duration = TimeTicks::Now() - start;
+ // We can't use EXPECT_GE here as the TimeDelta class does not support the
+ // required stream conversion.
+ EXPECT_TRUE(duration >= WAIT_TIME);
+
+ lock.Release();
+}
+
+// Test serial task servicing, as well as two parallel task servicing methods.
+TEST_F(ConditionVariableTest, MultiThreadConsumerTest) {
+ const int kThreadCount = 10;
+ WorkQueue queue(kThreadCount); // Start the threads.
+
+ const int kTaskCount = 10; // Number of tasks in each mini-test here.
+
+ Time start_time; // Used to time task processing.
+
+ {
+ AutoLock auto_lock(*queue.lock());
+ while (!queue.EveryIdWasAllocated())
+ queue.all_threads_have_ids()->Wait();
+ }
+
+ // If threads aren't in a wait state, they may start to gobble up tasks in
+ // parallel, short-circuiting (breaking) this test.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ // Since we have no tasks yet, all threads should be waiting by now.
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(0, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(0, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(0, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetNumberOfCompletedTasks());
+
+ // Set up to make one worker do 30ms tasks sequentially.
+ queue.ResetHistory();
+ queue.SetTaskCount(kTaskCount);
+ queue.SetWorkTime(kThirtyMs);
+ queue.SetAllowHelp(false);
+
+ start_time = Time::Now();
+ }
+
+ queue.work_is_available()->Signal(); // Start up one thread.
+ // Wait till we at least start to handle tasks (and we're not all waiting).
+ queue.SpinUntilTaskCountLessThan(kTaskCount);
+
+ {
+ // Wait until all 10 work tasks have at least been assigned.
+ AutoLock auto_lock(*queue.lock());
+ while (queue.task_count())
+ queue.no_more_tasks()->Wait();
+ // The last of the tasks *might* still be running, but... all but one should
+ // be done by now, since tasks are being done serially.
+ EXPECT_LE(queue.GetWorkTime().InMilliseconds() * (kTaskCount - 1),
+ (Time::Now() - start_time).InMilliseconds());
+
+ EXPECT_EQ(1, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(1, queue.GetNumThreadsCompletingTasks());
+ EXPECT_LE(kTaskCount - 1, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
+ EXPECT_LE(kTaskCount - 1, queue.GetNumberOfCompletedTasks());
+ }
+
+ // Wait to be sure all tasks are done.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ // Check that all work was done by one thread id.
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(1, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(1, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(kTaskCount, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
+ EXPECT_EQ(kTaskCount, queue.GetNumberOfCompletedTasks());
+
+ // Set up to make each task include getting help from another worker, so
+ // so that the work gets done in paralell.
+ queue.ResetHistory();
+ queue.SetTaskCount(kTaskCount);
+ queue.SetWorkTime(kThirtyMs);
+ queue.SetAllowHelp(true);
+
+ start_time = Time::Now();
+ }
+
+ queue.work_is_available()->Signal(); // But each worker can signal another.
+ // Wait till we at least start to handle tasks (and we're not all waiting).
+ queue.SpinUntilTaskCountLessThan(kTaskCount);
+ // Wait to allow the all workers to get done.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ // Wait until all work tasks have at least been assigned.
+ AutoLock auto_lock(*queue.lock());
+ while (queue.task_count())
+ queue.no_more_tasks()->Wait();
+
+ // To avoid racy assumptions, we'll just assert that at least 2 threads
+ // did work. We know that the first worker should have gone to sleep, and
+ // hence a second worker should have gotten an assignment.
+ EXPECT_LE(2, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(kTaskCount, queue.GetNumberOfCompletedTasks());
+
+ // Try to ask all workers to help, and only a few will do the work.
+ queue.ResetHistory();
+ queue.SetTaskCount(3);
+ queue.SetWorkTime(kThirtyMs);
+ queue.SetAllowHelp(false);
+ }
+ queue.work_is_available()->Broadcast(); // Make them all try.
+ // Wait till we at least start to handle tasks (and we're not all waiting).
+ queue.SpinUntilTaskCountLessThan(3);
+ // Wait to allow the 3 workers to get done.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(3, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(3, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(1, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
+ EXPECT_EQ(3, queue.GetNumberOfCompletedTasks());
+
+ // Set up to make each task get help from another worker.
+ queue.ResetHistory();
+ queue.SetTaskCount(3);
+ queue.SetWorkTime(kThirtyMs);
+ queue.SetAllowHelp(true); // Allow (unnecessary) help requests.
+ }
+ queue.work_is_available()->Broadcast(); // Signal all threads.
+ // Wait till we at least start to handle tasks (and we're not all waiting).
+ queue.SpinUntilTaskCountLessThan(3);
+ // Wait to allow the 3 workers to get done.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(3, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(3, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(1, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
+ EXPECT_EQ(3, queue.GetNumberOfCompletedTasks());
+
+ // Set up to make each task get help from another worker.
+ queue.ResetHistory();
+ queue.SetTaskCount(20); // 2 tasks per thread.
+ queue.SetWorkTime(kThirtyMs);
+ queue.SetAllowHelp(true);
+ }
+ queue.work_is_available()->Signal(); // But each worker can signal another.
+ // Wait till we at least start to handle tasks (and we're not all waiting).
+ queue.SpinUntilTaskCountLessThan(20);
+ // Wait to allow the 10 workers to get done.
+ queue.SpinUntilAllThreadsAreWaiting(); // Should take about 60 ms.
+
+ {
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(10, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(10, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(20, queue.GetNumberOfCompletedTasks());
+
+ // Same as last test, but with Broadcast().
+ queue.ResetHistory();
+ queue.SetTaskCount(20); // 2 tasks per thread.
+ queue.SetWorkTime(kThirtyMs);
+ queue.SetAllowHelp(true);
+ }
+ queue.work_is_available()->Broadcast();
+ // Wait till we at least start to handle tasks (and we're not all waiting).
+ queue.SpinUntilTaskCountLessThan(20);
+ // Wait to allow the 10 workers to get done.
+ queue.SpinUntilAllThreadsAreWaiting(); // Should take about 60 ms.
+
+ {
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(10, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(10, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(20, queue.GetNumberOfCompletedTasks());
+
+ queue.SetShutdown();
+ }
+ queue.work_is_available()->Broadcast(); // Force check for shutdown.
+
+ SPIN_FOR_TIMEDELTA_OR_UNTIL_TRUE(TimeDelta::FromMinutes(1),
+ queue.ThreadSafeCheckShutdown(kThreadCount));
+}
+
+TEST_F(ConditionVariableTest, LargeFastTaskTest) {
+ const int kThreadCount = 200;
+ WorkQueue queue(kThreadCount); // Start the threads.
+
+ Lock private_lock; // Used locally for master to wait.
+ AutoLock private_held_lock(private_lock);
+ ConditionVariable private_cv(&private_lock);
+
+ {
+ AutoLock auto_lock(*queue.lock());
+ while (!queue.EveryIdWasAllocated())
+ queue.all_threads_have_ids()->Wait();
+ }
+
+ // Wait a bit more to allow threads to reach their wait state.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ // Since we have no tasks, all threads should be waiting by now.
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(0, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(0, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_EQ(0, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetMinCompletionsByWorkerThread());
+ EXPECT_EQ(0, queue.GetNumberOfCompletedTasks());
+
+ // Set up to make all workers do (an average of) 20 tasks.
+ queue.ResetHistory();
+ queue.SetTaskCount(20 * kThreadCount);
+ queue.SetWorkTime(kFortyFiveMs);
+ queue.SetAllowHelp(false);
+ }
+ queue.work_is_available()->Broadcast(); // Start up all threads.
+ // Wait until we've handed out all tasks.
+ {
+ AutoLock auto_lock(*queue.lock());
+ while (queue.task_count() != 0)
+ queue.no_more_tasks()->Wait();
+ }
+
+ // Wait till the last of the tasks complete.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ // With Broadcast(), every thread should have participated.
+ // but with racing.. they may not all have done equal numbers of tasks.
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(kThreadCount, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(kThreadCount, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_LE(20, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(20 * kThreadCount, queue.GetNumberOfCompletedTasks());
+
+ // Set up to make all workers do (an average of) 4 tasks.
+ queue.ResetHistory();
+ queue.SetTaskCount(kThreadCount * 4);
+ queue.SetWorkTime(kFortyFiveMs);
+ queue.SetAllowHelp(true); // Might outperform Broadcast().
+ }
+ queue.work_is_available()->Signal(); // Start up one thread.
+
+ // Wait until we've handed out all tasks
+ {
+ AutoLock auto_lock(*queue.lock());
+ while (queue.task_count() != 0)
+ queue.no_more_tasks()->Wait();
+ }
+
+ // Wait till the last of the tasks complete.
+ queue.SpinUntilAllThreadsAreWaiting();
+
+ {
+ // With Signal(), every thread should have participated.
+ // but with racing.. they may not all have done four tasks.
+ AutoLock auto_lock(*queue.lock());
+ EXPECT_EQ(kThreadCount, queue.GetNumThreadsTakingAssignments());
+ EXPECT_EQ(kThreadCount, queue.GetNumThreadsCompletingTasks());
+ EXPECT_EQ(0, queue.task_count());
+ EXPECT_LE(4, queue.GetMaxCompletionsByWorkerThread());
+ EXPECT_EQ(4 * kThreadCount, queue.GetNumberOfCompletedTasks());
+
+ queue.SetShutdown();
+ }
+ queue.work_is_available()->Broadcast(); // Force check for shutdown.
+
+ // Wait for shutdowns to complete.
+ SPIN_FOR_TIMEDELTA_OR_UNTIL_TRUE(TimeDelta::FromMinutes(1),
+ queue.ThreadSafeCheckShutdown(kThreadCount));
+}
+
+//------------------------------------------------------------------------------
+// Finally we provide the implementation for the methods in the WorkQueue class.
+//------------------------------------------------------------------------------
+
+WorkQueue::WorkQueue(int thread_count)
+ : lock_(),
+ work_is_available_(&lock_),
+ all_threads_have_ids_(&lock_),
+ no_more_tasks_(&lock_),
+ thread_count_(thread_count),
+ waiting_thread_count_(0),
+ thread_handles_(new PlatformThreadHandle[thread_count]),
+ assignment_history_(thread_count),
+ completion_history_(thread_count),
+ thread_started_counter_(0),
+ shutdown_task_count_(0),
+ task_count_(0),
+ allow_help_requests_(false),
+ shutdown_(false) {
+ EXPECT_GE(thread_count_, 1);
+ ResetHistory();
+ SetTaskCount(0);
+ SetWorkTime(TimeDelta::FromMilliseconds(30));
+
+ for (int i = 0; i < thread_count_; ++i) {
+ PlatformThreadHandle pth;
+ EXPECT_TRUE(PlatformThread::Create(0, this, &pth));
+ thread_handles_[i] = pth;
+ }
+}
+
+WorkQueue::~WorkQueue() {
+ {
+ AutoLock auto_lock(lock_);
+ SetShutdown();
+ }
+ work_is_available_.Broadcast(); // Tell them all to terminate.
+
+ for (int i = 0; i < thread_count_; ++i) {
+ PlatformThread::Join(thread_handles_[i]);
+ }
+ EXPECT_EQ(0, waiting_thread_count_);
+}
+
+int WorkQueue::GetThreadId() {
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ DCHECK(!EveryIdWasAllocated());
+ return thread_started_counter_++; // Give out Unique IDs.
+}
+
+bool WorkQueue::EveryIdWasAllocated() const {
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ return thread_count_ == thread_started_counter_;
+}
+
+TimeDelta WorkQueue::GetAnAssignment(int thread_id) {
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ DCHECK_LT(0, task_count_);
+ assignment_history_[thread_id]++;
+ if (0 == --task_count_) {
+ no_more_tasks_.Signal();
+ }
+ return worker_delay_;
+}
+
+void WorkQueue::WorkIsCompleted(int thread_id) {
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ completion_history_[thread_id]++;
+}
+
+int WorkQueue::task_count() const {
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ return task_count_;
+}
+
+bool WorkQueue::allow_help_requests() const {
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ return allow_help_requests_;
+}
+
+bool WorkQueue::shutdown() const {
+ lock_.AssertAcquired();
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ return shutdown_;
+}
+
+// Because this method is called from the test's main thread we need to actually
+// take the lock. Threads will call the thread_shutting_down() method with the
+// lock already acquired.
+bool WorkQueue::ThreadSafeCheckShutdown(int thread_count) {
+ bool all_shutdown;
+ AutoLock auto_lock(lock_);
+ {
+ // Declare in scope so DFAKE is guranteed to be destroyed before AutoLock.
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ all_shutdown = (shutdown_task_count_ == thread_count);
+ }
+ return all_shutdown;
+}
+
+void WorkQueue::thread_shutting_down() {
+ lock_.AssertAcquired();
+ DFAKE_SCOPED_RECURSIVE_LOCK(locked_methods_);
+ shutdown_task_count_++;
+}
+
+Lock* WorkQueue::lock() {
+ return &lock_;
+}
+
+ConditionVariable* WorkQueue::work_is_available() {
+ return &work_is_available_;
+}
+
+ConditionVariable* WorkQueue::all_threads_have_ids() {
+ return &all_threads_have_ids_;
+}
+
+ConditionVariable* WorkQueue::no_more_tasks() {
+ return &no_more_tasks_;
+}
+
+void WorkQueue::ResetHistory() {
+ for (int i = 0; i < thread_count_; ++i) {
+ assignment_history_[i] = 0;
+ completion_history_[i] = 0;
+ }
+}
+
+int WorkQueue::GetMinCompletionsByWorkerThread() const {
+ int minumum = completion_history_[0];
+ for (int i = 0; i < thread_count_; ++i)
+ minumum = std::min(minumum, completion_history_[i]);
+ return minumum;
+}
+
+int WorkQueue::GetMaxCompletionsByWorkerThread() const {
+ int maximum = completion_history_[0];
+ for (int i = 0; i < thread_count_; ++i)
+ maximum = std::max(maximum, completion_history_[i]);
+ return maximum;
+}
+
+int WorkQueue::GetNumThreadsTakingAssignments() const {
+ int count = 0;
+ for (int i = 0; i < thread_count_; ++i)
+ if (assignment_history_[i])
+ count++;
+ return count;
+}
+
+int WorkQueue::GetNumThreadsCompletingTasks() const {
+ int count = 0;
+ for (int i = 0; i < thread_count_; ++i)
+ if (completion_history_[i])
+ count++;
+ return count;
+}
+
+int WorkQueue::GetNumberOfCompletedTasks() const {
+ int total = 0;
+ for (int i = 0; i < thread_count_; ++i)
+ total += completion_history_[i];
+ return total;
+}
+
+TimeDelta WorkQueue::GetWorkTime() const {
+ return worker_delay_;
+}
+
+void WorkQueue::SetWorkTime(TimeDelta delay) {
+ worker_delay_ = delay;
+}
+
+void WorkQueue::SetTaskCount(int count) {
+ task_count_ = count;
+}
+
+void WorkQueue::SetAllowHelp(bool allow) {
+ allow_help_requests_ = allow;
+}
+
+void WorkQueue::SetShutdown() {
+ lock_.AssertAcquired();
+ shutdown_ = true;
+}
+
+void WorkQueue::SpinUntilAllThreadsAreWaiting() {
+ while (true) {
+ {
+ AutoLock auto_lock(lock_);
+ if (waiting_thread_count_ == thread_count_)
+ break;
+ }
+ PlatformThread::Sleep(30);
+ }
+}
+
+void WorkQueue::SpinUntilTaskCountLessThan(int task_count) {
+ while (true) {
+ {
+ AutoLock auto_lock(lock_);
+ if (task_count_ < task_count)
+ break;
+ }
+ PlatformThread::Sleep(30);
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Define the standard worker task. Several tests will spin out many of these
+// threads.
+//------------------------------------------------------------------------------
+
+// The multithread tests involve several threads with a task to perform as
+// directed by an instance of the class WorkQueue.
+// The task is to:
+// a) Check to see if there are more tasks (there is a task counter).
+// a1) Wait on condition variable if there are no tasks currently.
+// b) Call a function to see what should be done.
+// c) Do some computation based on the number of milliseconds returned in (b).
+// d) go back to (a).
+
+// WorkQueue::ThreadMain() implements the above task for all threads.
+// It calls the controlling object to tell the creator about progress, and to
+// ask about tasks.
+
+void WorkQueue::ThreadMain() {
+ int thread_id;
+ {
+ AutoLock auto_lock(lock_);
+ thread_id = GetThreadId();
+ if (EveryIdWasAllocated())
+ all_threads_have_ids()->Signal(); // Tell creator we're ready.
+ }
+
+ Lock private_lock; // Used to waste time on "our work".
+ while (1) { // This is the main consumer loop.
+ TimeDelta work_time;
+ bool could_use_help;
+ {
+ AutoLock auto_lock(lock_);
+ while (0 == task_count() && !shutdown()) {
+ ++waiting_thread_count_;
+ work_is_available()->Wait();
+ --waiting_thread_count_;
+ }
+ if (shutdown()) {
+ // Ack the notification of a shutdown message back to the controller.
+ thread_shutting_down();
+ return; // Terminate.
+ }
+ // Get our task duration from the queue.
+ work_time = GetAnAssignment(thread_id);
+ could_use_help = (task_count() > 0) && allow_help_requests();
+ } // Release lock
+
+ // Do work (outside of locked region.
+ if (could_use_help)
+ work_is_available()->Signal(); // Get help from other threads.
+
+ if (work_time > TimeDelta::FromMilliseconds(0)) {
+ // We could just sleep(), but we'll instead further exercise the
+ // condition variable class, and do a timed wait.
+ AutoLock auto_lock(private_lock);
+ ConditionVariable private_cv(&private_lock);
+ private_cv.TimedWait(work_time); // Unsynchronized waiting.
+ }
+
+ {
+ AutoLock auto_lock(lock_);
+ // Send notification that we completed our "work."
+ WorkIsCompleted(thread_id);
+ }
+ }
+}
+
+} // namespace
+
+} // namespace base