summaryrefslogtreecommitdiffstats
path: root/base/message_pump_glib.cc
diff options
context:
space:
mode:
Diffstat (limited to 'base/message_pump_glib.cc')
-rw-r--r--base/message_pump_glib.cc129
1 files changed, 91 insertions, 38 deletions
diff --git a/base/message_pump_glib.cc b/base/message_pump_glib.cc
index e032de4..1b973cb 100644
--- a/base/message_pump_glib.cc
+++ b/base/message_pump_glib.cc
@@ -50,6 +50,37 @@ int GetTimeIntervalMilliseconds(base::Time from) {
// returns FALSE, GLib will destroy the source. Dispatch calls may be recursive
// (i.e., you can call Run from them), but Prepare and Check cannot.
// Finalize is called when the source is destroyed.
+// NOTE: It is common for subsytems to want to process pending events while
+// doing intensive work, for example the flash plugin. They usually use the
+// following pattern (recommended by the GTK docs):
+// while (gtk_events_pending()) {
+// gtk_main_iteration();
+// }
+//
+// gtk_events_pending just calls g_main_context_pending, which does the
+// following:
+// - call prepare on all the sources
+// - do the poll with a timeout of 0 (not blocking)
+// - call check on all the sources
+// - *does not* call dispatch on the sources
+// - return true iff any of prepare() or check() returned true
+//
+// gtk_main_iteration just calls g_main_context_iteration, which does the whole
+// thing, respecting the timeout for the poll (and block, although it is
+// expected not to if gtk_events_pending returned true), and call dispatch.
+//
+// Thus it is important to only return true from prepare or check if we
+// actually have events or work to do. We also need to make sure we keep
+// internal state consistent so that if prepare/check return true when called
+// from gtk_events_pending, they will still return true when called right
+// after, from gtk_main_iteration.
+//
+// For the GLib pump we try to follow the Windows UI pump model:
+// - whenever we receive a wakeup event or the timer for delayed work expires,
+// we run DoWork and/or DoDelayedWork. That part will also run in the other
+// event pumps
+// - we also run DoWork, DoDelayedWork, and possibly DoIdleWork in the main
+// loop, around event handling.
struct WorkSource : public GSource {
base::MessagePumpForUI* pump;
@@ -65,8 +96,8 @@ gboolean WorkSourcePrepare(GSource* source,
}
gboolean WorkSourceCheck(GSource* source) {
- // Always return TRUE, and Dispatch will be called.
- return TRUE;
+ // Only return TRUE if Dispatch should be called.
+ return static_cast<WorkSource*>(source)->pump->HandleCheck();
}
gboolean WorkSourceDispatch(GSource* source,
@@ -136,46 +167,64 @@ void MessagePumpForUI::Run(Delegate* delegate) {
state.delegate = delegate;
state.should_quit = false;
state.run_depth = state_ ? state_->run_depth + 1 : 1;
+ state.has_work = false;
+
+ RunState* previous_state = state_;
+ state_ = &state;
+
// We really only do a single task for each iteration of the loop. If we
// have done something, assume there is likely something more to do. This
// will mean that we don't block on the message pump until there was nothing
// more to do. We also set this to true to make sure not to block on the
// first iteration of the loop, so RunAllPending() works correctly.
- state.more_work_is_plausible = true;
-
- RunState* previous_state = state_;
- state_ = &state;
+ bool more_work_is_plausible = true;
// We run our own loop instead of using g_main_loop_quit in one of the
// callbacks. This is so we only quit our own loops, and we don't quit
// nested loops run by others. TODO(deanm): Is this what we want?
- while (!state_->should_quit)
- g_main_context_iteration(context_, true);
+ for (;;) {
+ // Don't block if we think we have more work to do.
+ bool block = !more_work_is_plausible;
+
+ // g_main_context_iteration returns true if events have been dispatched.
+ more_work_is_plausible = g_main_context_iteration(context_, block);
+ if (state_->should_quit)
+ break;
+
+ more_work_is_plausible |= state_->delegate->DoWork();
+ if (state_->should_quit)
+ break;
+
+ more_work_is_plausible |=
+ state_->delegate->DoDelayedWork(&delayed_work_time_);
+
+ if (state_->should_quit)
+ break;
+
+ if (more_work_is_plausible)
+ continue;
+
+ more_work_is_plausible = state_->delegate->DoIdleWork();
+ if (state_->should_quit)
+ break;
+ }
state_ = previous_state;
}
// Return the timeout we want passed to poll.
int MessagePumpForUI::HandlePrepare() {
- // If it's likely that we have more work, don't let the pump
- // block so that we can do some processing.
- if (state_->more_work_is_plausible)
+ // We know we have work, but we haven't called HandleDispatch yet. Don't let
+ // the pump block so that we can do some processing.
+ if (state_->has_work)
return 0;
- // Work wasn't plausible, so we'll block. In the case where glib fires
- // our Dispatch(), |more_work_is_plausible| will be reset to whatever it
- // should be. However, so we don't get starved by more important work,
- // we set |more_work_is_plausible| to true. This means if we come back
- // here without having been through Dispatch(), we will get a chance to be
- // fired and properly do our work in Dispatch().
- state_->more_work_is_plausible = true;
-
// We don't think we have work to do, but make sure not to block
// longer than the next time we need to run delayed work.
return GetTimeIntervalMilliseconds(delayed_work_time_);
}
-void MessagePumpForUI::HandleDispatch() {
+bool MessagePumpForUI::HandleCheck() {
// We should only ever have a single message on the wakeup pipe, since we
// are only signaled when the queue went from empty to non-empty. The glib
// poll will tell us whether there was data, so this read shouldn't block.
@@ -184,33 +233,37 @@ void MessagePumpForUI::HandleDispatch() {
if (HANDLE_EINTR(read(wakeup_pipe_read_, &msg, 1)) != 1 || msg != '!') {
NOTREACHED() << "Error reading from the wakeup pipe.";
}
+ // Since we ate the message, we need to record that we have more work,
+ // because HandleCheck() may be called without HandleDispatch being called
+ // afterwards.
+ state_->has_work = true;
}
- if (state_->should_quit)
- return;
+ if (state_->has_work)
+ return true;
- state_->more_work_is_plausible = false;
+ if (GetTimeIntervalMilliseconds(delayed_work_time_) == 0) {
+ // The timer has expired. That condition will stay true until we process
+ // that delayed work, so we don't need to record this differently.
+ return true;
+ }
- if (state_->delegate->DoWork())
- state_->more_work_is_plausible = true;
+ return false;
+}
- if (state_->should_quit)
- return;
+void MessagePumpForUI::HandleDispatch() {
+ state_->has_work = false;
+ if (state_->delegate->DoWork()) {
+ // NOTE: on Windows at this point we would call ScheduleWork. But here,
+ // instead of posting a message on the wakeup pipe, we can avoid the
+ // syscalls and just signal that we have more work.
+ state_->has_work = true;
+ }
- if (state_->delegate->DoDelayedWork(&delayed_work_time_))
- state_->more_work_is_plausible = true;
if (state_->should_quit)
return;
- // Don't do idle work if we think there are more important things
- // that we could be doing.
- if (state_->more_work_is_plausible)
- return;
-
- if (state_->delegate->DoIdleWork())
- state_->more_work_is_plausible = true;
- if (state_->should_quit)
- return;
+ state_->delegate->DoDelayedWork(&delayed_work_time_);
}
void MessagePumpForUI::AddObserver(Observer* observer) {