// Copyright 2008, Google Inc. // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Google Inc. nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef BASE_MESSAGE_LOOP_H__ #define BASE_MESSAGE_LOOP_H__ #include #include #include #include #include "base/histogram.h" #include "base/observer_list.h" #include "base/id_map.h" #include "base/task.h" #include "base/timer.h" #include "base/thread_local_storage.h" // // A MessageLoop is used to process events for a particular thread. // There is at most one MessageLoop instance per thread. // Events include Windows Message Queue messages, Tasks submitted to PostTask // or managed by TimerManager, APC calls (as time permits), and signals sent to // a registered set of HANDLES. // Processing events corresponds (respectively) to dispatching Windows messages, // running Tasks, yielding time to APCs, and calling Watchers when the // corresponding HANDLE is signaled. // // NOTE: Unless otherwise specified, a MessageLoop's methods may only be called // on the thread where the MessageLoop's Run method executes. // // WARNING: MessageLoop has task reentrancy protection. This means that if a // task is being processed, a second task cannot start until the first task is // finished. Reentrancy can happen when processing a task, and an inner message // pump is created. That inner pump then processes windows messages which could // implicitly start an inner task. Inner messages pumps are created with dialogs // (DialogBox), common dialogs (GetOpenFileName), OLE functions (DoDragDrop), // printer functions (StartDoc) and *many* others. // Sample workaround when inner task processing is needed: // bool old_state = MessageLoop::current()->NestableTasksAllowed(); // MessageLoop::current()->SetNestableTasksAllowed(true); // HRESULT hr = DoDragDrop(...); // Implicitly runs a modal message loop here. // MessageLoop::current()->SetNestableTasksAllowed(old_state); // // Process hr (the result returned by DoDragDrop(). // // Please be **SURE** your task is reentrant and all global variables are stable // and accessible before calling SetNestableTasksAllowed(true). // // Message loop has several distinct functions. It provides message pumps, // responds to windows message dispatches, manipulates queues of Tasks. // The most central operation is the implementation of message pumps, along with // several subtleties. // MessageLoop currently implements several different message pumps. A message // pump is (traditionally) something that reads from an incoming queue, and then // dispatches the work. // // The first message pump, RunTraditional(), is among other things a // traditional Windows Message pump. It contains a nearly infinite loop that // peeks out messages, and then dispatches them. // Intermixed with those peeks are checks on a queue of Tasks, checks for // signaled objects, and checks to see if TimerManager has tasks to run. // When there are no events to be serviced, this pump goes into a wait state. // For 99.99% of all events, this first message pump handles all processing. // // When a task, or windows event, invokes on the stack a native dialog box or // such, that window typically provides a bare bones (native?) message pump. // That bare-bones message pump generally supports little more than a peek of // the Windows message queue, followed by a dispatch of the peeked message. // MessageLoop extends that bare-bones message pump to also service Tasks, at // the cost of some complexity. // The basic structure of the extension (refered to as a sub-pump) is that a // special message,kMsgPumpATask, is repeatedly injected into the Windows // Message queue. Each time the kMsgPumpATask message is peeked, checks are made // for an extended set of events, including the availability of Tasks to run. // // After running a task, the special message kMsgPumpATask is again posted to // the Windows Message queue, ensuring a future time slice for processing a // future event. // // To prevent flooding the Windows Message queue, care is taken to be sure that // at most one kMsgPumpATask message is EVER pending in the Winow's Message // queue. // // There are a few additional complexities in this system where, when there are // no Tasks to run, this otherwise infinite stream of messages which drives the // sub-pump is halted. The pump is automatically re-started when Tasks are // queued. // // A second complexity is that the presence of this stream of posted tasks may // prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER. // Such paint and timer events always give priority to a posted message, such as // kMsgPumpATask messages. As a result, care is taken to do some peeking in // between the posting of each kMsgPumpATask message (i.e., after kMsgPumpATask // is peeked, and before a replacement kMsgPumpATask is posted). // // // NOTE: Although it may seem odd that messages are used to start and stop this // flow (as opposed to signaling objects, etc.), it should be understood that // the native message pump will *only* respond to messages. As a result, it is // an excellent choice. It is also helpful that the starter messages that are // placed in the queue when new task arrive also awakens the RunTraditional() // loop. //------------------------------------------------------------------------------ class MessageLoop { public: // Select a non-default strategy for serving pending requests, that is to be // used by all MessageLoop instances. This is called only once before // constructing any instances. static void SetStrategy(int strategy); static void EnableHistogrammer(bool enable_histogrammer); #ifdef OS_WIN // Used with WatchObject to asynchronously monitor the signaled state of a // HANDLE object. class Watcher { public: virtual ~Watcher() {} // Called from MessageLoop::Run when a signalled object is detected. virtual void OnObjectSignaled(HANDLE object) = 0; }; // Have the current thread's message loop watch for a signaled object. // Pass a null watcher to stop watching the object. bool WatchObject(HANDLE, Watcher*); // An Observer is an object that receives global notifications from the // MessageLoop. // // NOTE: An Observer implementation should be extremely fast! // class Observer { public: virtual ~Observer() {} // This method is called before processing a message. // The message may be undefined in which case msg.message is 0 virtual void WillProcessMessage(const MSG& msg) = 0; // This method is called when control returns from processing a UI message. // The message may be undefined in which case msg.message is 0 virtual void DidProcessMessage(const MSG& msg) = 0; }; // Add an Observer, which will start receiving notifications immediately. void AddObserver(Observer* observer); // Remove an Observer. It is safe to call this method while an Observer is // receiving a notification callback. void RemoveObserver(Observer* observer); // Give a chance to code processing additional messages to notify the // message loop observers that another message has been processed. void WillProcessMessage(const MSG& msg); void DidProcessMessage(const MSG& msg); // Dispatcher is used during a nested invocation of Run to dispatch events. // If Run is invoked with a non-NULL Dispatcher, MessageLoop does not // dispatch events (or invoke TranslateMessage), rather every message is // passed to Dispatcher's Dispatch method for dispatch. It is up to the // Dispatcher to dispatch, or not, the event. // // The nested loop is exited by either posting a quit, or returning false // from Dispatch. class Dispatcher { public: virtual ~Dispatcher() {} // Dispatches the event. If true is returned processing continues as // normal. If false is returned, the nested loop exits immediately. virtual bool Dispatch(const MSG& msg) = 0; }; #else // !OS_WIN // On non-Windows platforms, the Dispatcher does not exist, but we allow the // typename to exist for convenience. On non-Windows platforms, a Dispatcher // pointer should always be NULL. class Dispatcher; #endif // OS_* // A DestructionObserver is notified when the current MessageLoop is being // destroyed. These obsevers are notified prior to MessageLoop::current() // being changed to return NULL. This gives interested parties the chance to // do final cleanup that depends on the MessageLoop. // // NOTE: Any tasks posted to the MessageLoop during this notification will // not be run. Instead, they will be deleted. // class DestructionObserver { public: virtual ~DestructionObserver() {} virtual void WillDestroyCurrentMessageLoop() = 0; }; // Add a DestructionObserver, which will start receiving notifications // immediately. void AddDestructionObserver(DestructionObserver* destruction_observer); // Remove a DestructionObserver. It is safe to call this method while a // DestructionObserver is receiving a notification callback. void RemoveDestructionObserver(DestructionObserver* destruction_observer); // Call the task's Run method asynchronously from within a message loop at // some point in the future. With the PostTask variant, tasks are invoked in // FIFO order, inter-mixed with normal UI event processing. With the // PostDelayedTask variant, tasks are called after at least approximately // 'delay_ms' have elapsed. // // The MessageLoop takes ownership of the Task, and deletes it after it // has been Run(). // // NOTE: This method may be called on any thread. The Task will be invoked // on the thread that executes MessageLoop::Run(). void PostTask(const tracked_objects::Location& from_here, Task* task) { PostDelayedTask(from_here, task, 0); } void PostDelayedTask(const tracked_objects::Location& from_here, Task* task, int delay_ms); // A variant on PostTask that deletes the given object. This is useful // if the object needs to live until the next run of the MessageLoop (for // example, deleting a RenderProcessHost from within an IPC callback is not // good). // // NOTE: This method may be called on any thread. The object will be deleted // on the thread that executes MessageLoop::Run(). If this is not the same // as the thread that calls PostDelayedTask(FROM_HERE, ), then T MUST inherit // from RefCountedThreadSafe! template void DeleteSoon(const tracked_objects::Location& from_here, T* object) { PostTask(from_here, new DeleteTask(object)); } // A variant on PostTask that releases the given reference counted object // (by calling its Release method). This is useful if the object needs to // live until the next run of the MessageLoop, or if the object needs to be // released on a particular thread. // // NOTE: This method may be called on any thread. The object will be // released (and thus possibly deleted) on the thread that executes // MessageLoop::Run(). If this is not the same as the thread that calls // PostDelayedTask(FROM_HERE, ), then T MUST inherit from // RefCountedThreadSafe! template void ReleaseSoon(const tracked_objects::Location& from_here, T* object) { PostTask(from_here, new ReleaseTask(object)); } // Run the message loop. void Run(); // Process all pending tasks, windows messages, etc., but don't wait/sleep. // Return as soon as all items that can be run are taken care of. void RunAllPending(); // See description of Dispatcher for how Run uses Dispatcher. void Run(Dispatcher* dispatcher); // Signals the Run method to return after it is done processing all pending // messages. This method may be called from any thread, but no effort is // made to support concurrent calls to this method from multiple threads. // // For example, the first call to Quit may lead to the MessageLoop being // deleted once its Run method returns, so a second call from another thread // could be problematic. void Quit(); // Invokes Quit on the current MessageLoop when run. Useful to schedule an // arbitrary MessageLoop to Quit. class QuitTask : public Task { public: virtual void Run() { MessageLoop::current()->Quit(); } }; // Normally, it is not necessary to instantiate a MessageLoop. Instead, it // is typical to make use of the current thread's MessageLoop instance. MessageLoop(); ~MessageLoop(); // Optional call to connect the thread name with this loop. void SetThreadName(const std::string& thread_name); void set_thread_name(const std::string& name) { SetThreadName(name); } const std::string& thread_name() const { return thread_name_; } // Returns the MessageLoop object for the current thread, or null if none. static MessageLoop* current() { return static_cast(ThreadLocalStorage::Get(tls_index_)); } // Returns the TimerManager object for the current thread. TimerManager* timer_manager() { return &timer_manager_; } // Enables or disables the recursive task processing. This happens in the case // of recursive message loops. Some unwanted message loop may occurs when // using common controls or printer functions. By default, recursive task // processing is disabled. // // The specific case where tasks get queued is: // - The thread is running a message loop. // - It receives a task #1 and execute it. // - The task #1 implicitly start a message loop, like a MessageBox in the // unit test. This can also be StartDoc or GetSaveFileName. // - The thread receives a task #2 before or while in this second message // loop. // - With NestableTasksAllowed set to true, the task #2 will run right away. // Otherwise, it will get executed right after task #1 completes at "thread // message loop level". void SetNestableTasksAllowed(bool allowed); bool NestableTasksAllowed() const; // Enables or disables the restoration during an exception of the unhandled // exception filter that was active when Run() was called. This can happen // if some third party code call SetUnhandledExceptionFilter() and never // restores the previous filter. void set_exception_restoration(bool restore) { exception_restoration_ = restore; } // Public entry point for TimerManager to request the Run() of a task. If we // created the task during an PostTask(FROM_HERE, ), then we will also perform // destructions, and we'll have the option of queueing the task. If we didn't // create the timer, then we will Run it immediately. bool RunTimerTask(Timer* timer); // Since some Timer's are owned by MessageLoop, the TimerManager (when it is // being destructed) passses us the timers to discard (without doing a Run()). void DiscardTimer(Timer* timer); // Applications can call this to encourage us to process all pending WM_PAINT // messages. // This method will process all paint messages the Windows Message queue can // provide, up to some fixed number (to avoid any infinite loops). void PumpOutPendingPaintMessages(); //---------------------------------------------------------------------------- private: friend class TimerManager; // So it can call DidChangeNextTimerExpiry struct ScopedStateSave { explicit ScopedStateSave(MessageLoop* loop) : loop_(loop), dispatcher_(loop->dispatcher_), quit_now_(loop->quit_now_), quit_received_(loop->quit_received_), run_depth_(loop->run_depth_) { loop->quit_now_ = loop->quit_received_ = false; ++loop->run_depth_; } ~ScopedStateSave() { loop_->run_depth_ = run_depth_; loop_->quit_received_ = quit_received_; loop_->quit_now_ = quit_now_; loop_->dispatcher_ = dispatcher_; } private: MessageLoop* loop_; Dispatcher* dispatcher_; bool quit_now_; bool quit_received_; int run_depth_; }; // struct ScopedStateSave // A prioritized queue with interface that mostly matches std::queue<>. // For debugging/performance testing, you can swap in std::queue. class PrioritizedTaskQueue { public: PrioritizedTaskQueue() : next_sequence_number_(0) {} ~PrioritizedTaskQueue() {} void pop() { queue_.pop(); } bool empty() { return queue_.empty(); } size_t size() { return queue_.size(); } Task* front() { return queue_.top().task(); } void push(Task * task); private: class PrioritizedTask { public: PrioritizedTask(Task* task, int sequence_number) : task_(task), sequence_number_(sequence_number), priority_(task->priority()) {} Task* task() const { return task_; } bool operator < (PrioritizedTask const & right) const ; private: Task* task_; // Number to ensure (default) FIFO ordering in a PriorityQueue. int sequence_number_; // Priority of task when pushed. int priority_; }; // class PrioritizedTask std::priority_queue queue_; // Default sequence number used when push'ing (monotonically decreasing). int next_sequence_number_; DISALLOW_EVIL_CONSTRUCTORS(PrioritizedTaskQueue); }; // Implementation of a TaskQueue as a null terminated list, with end pointers. class TaskQueue { public: TaskQueue() : first_(NULL), last_(NULL) {} void Push(Task* task); Task* Pop(); // Extract the next Task from the queue, and return it. bool Empty() const { return !first_; } private: Task* first_; Task* last_; }; // Implementation of a Task queue that automatically switches into a priority // queue if it observes any non-zero priorities in tasks. class OptionallyPrioritizedTaskQueue { public: OptionallyPrioritizedTaskQueue() : use_priority_queue_(false) {} void Push(Task* task); Task* Pop(); // Extract next Task from queue, and return it. bool Empty(); bool use_priority_queue() const { return use_priority_queue_; } private: bool use_priority_queue_; PrioritizedTaskQueue prioritized_queue_; TaskQueue queue_; DISALLOW_EVIL_CONSTRUCTORS(OptionallyPrioritizedTaskQueue); }; #ifdef OS_WIN void InitMessageWnd(); // Windows procedure for message_hwnd_. static LRESULT CALLBACK WndProcThunk( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); LRESULT WndProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); #endif // OS_WIN // A function to encapsulate all the exception handling capability in the // stacks around the running of a main message loop. // It will run the message loop in a SEH try block or not depending on the // set_SEH_restoration() flag. void RunHandler(Dispatcher* dispatcher, bool non_blocking); // A surrounding stack frame around the running of the message loop that // supports all saving and restoring of state, as is needed for any/all (ugly) // recursive calls. void RunInternal(Dispatcher* dispatcher, bool non_blocking); // An extended message loop (message pump) that loops mostly forever, and // processes task, signals, timers, etc. // If non-blocking is set, it will return rather than wait for new things to // arrive for processing. void RunTraditional(bool non_blocking); //---------------------------------------------------------------------------- // A list of method wrappers with identical calling signatures (no arguments) // for use in the main message loop. Method pointers to these methods may be // called round-robin from the main message loop, on any desired schedule. bool ProcessNextDeferredTask(); bool ProcessNextDelayedNonNestableTask(); bool ProcessNextObject(); bool ProcessSomeTimers(); //---------------------------------------------------------------------------- // Process some pending messages. Returns true if a message was processed. bool ProcessNextWindowsMessage(); // Wait until either an object is signaled, a message is available, a timer // needs attention, or our incoming_queue_ has gotten a task. // Handle (without returning) any APCs (only IO thread currently has APCs.) void WaitForWork(); #ifdef OS_WIN // Helper function for processing window messages. This includes handling // WM_QUIT, message translation and dispatch, etc. // // If dispatcher_ is non-NULL this method does NOT dispatch the event, instead // it invokes Dispatch on the dispatcher_. bool ProcessMessageHelper(const MSG& msg); #endif // OS_WIN // When we encounter a kMsgPumpATask, the following helper can be called to // peek and process a replacement message, such as a WM_PAINT or WM_TIMER. // The goal is to make the kMsgPumpATask as non-intrusive as possible, even // though a continuous stream of such messages are posted. This method // carefully peeks a message while there is no chance for a kMsgPumpATask to // be pending, then releases the lock (allowing a replacement kMsgPumpATask to // possibly be posted), and finally dispatches that peeked replacement. // Note that the re-post of kMsgPumpATask may be asynchronous to this thread!! bool ProcessPumpReplacementMessage(); // Signals a watcher if a wait falls within the range of objects we're // waiting on. object_index is the offset in objects_ that was signaled. // Returns true if an object was signaled. bool SignalWatcher(size_t object_index); // Run a work_queue_ task or new_task, and delete it (if it was processed by // PostTask). If there are queued tasks, the oldest one is executed and // new_task is queued. new_task is optional and can be NULL. In this NULL // case, the method will run one pending task (if any exist). Returns true if // it executes a task. // Queued tasks accumulate only when there is a nonreentrant task currently // processing, in which case the new_task is appended to the list // work_queue_. Such re-entrancy generally happens when an unrequested // message pump (typical of a native dialog) is executing in the context of a // task. bool QueueOrRunTask(Task* new_task); // Runs the specified task and deletes it. void RunTask(Task* task); // Make state adjustments just before and after running tasks so that we can // continue to work if a native message loop is employed during a task. void BeforeTaskRunSetup(); void AfterTaskRunRestore(); // When processing messages in our MessageWndProc(), we are sometimes called // by a native message pump (i.e., We are not called out of our Run() pump). // In those cases, we need to process tasks during the Windows Message // callback. This method processes a task, and also posts a new kMsgPumpATask // messages to the Windows Msg Queue so that we are called back later (to // process additional tasks). void PumpATaskDuringWndProc(); // Load tasks from the incoming_queue_ into work_queue_ if the latter is // empty. The former requires a lock to access, while the latter is directly // accessible on this thread. void ReloadWorkQueue(); // Delete tasks that haven't run yet without running them. Used in the // destructor to make sure all the task's destructors get called. void DeletePendingTasks(); // Make sure a kPumpATask message is in flight, which starts/continues the // sub-pump. void EnsurePumpATaskWasPosted(); // Do a PostMessage(), and crash if we can't eventually do the post. void EnsureMessageGetsPosted(int message) const; // Post a task to our incomming queue. void PostTaskInternal(Task* task); // Called by the TimerManager when its next timer changes. void DidChangeNextTimerExpiry(); // Start recording histogram info about events and action IF it was enabled // and IF the statistics recorder can accept a registration of our histogram. void StartHistogrammer(); // Add occurence of event to our histogram, so that we can see what is being // done in a specific MessageLoop instance (i.e., specific thread). // If message_histogram_ is NULL, this is a no-op. void HistogramEvent(int event); static TLSSlot tls_index_; static int strategy_selector_; static const LinearHistogram::DescriptionPair event_descriptions_[]; static bool enable_histogrammer_; TimerManager timer_manager_; // A list of tasks that need to be processed by this instance. Note that this // queue is only accessed (push/pop) by our current thread. // As an optimization, when we don't need to use the prioritization of // work_queue_, we use a null terminated list (TaskQueue) as our // implementation of the queue. This saves on memory (list uses pointers // internal to Task) and probably runs faster than the priority queue when // there was no real prioritization. OptionallyPrioritizedTaskQueue work_queue_; #ifdef OS_WIN HWND message_hwnd_; // A vector of objects (and corresponding watchers) that are routinely // serviced by this message loop's pump. std::vector objects_; std::vector watchers_; ObserverList observers_; #endif // OS_WIN ObserverList destruction_observers_; IDMap timed_tasks_; // A recursion block that prevents accidentally running additonal tasks when // insider a (accidentally induced?) nested message pump. bool nestable_tasks_allowed_; bool exception_restoration_; Dispatcher* dispatcher_; bool quit_received_; bool quit_now_; std::string thread_name_; // A profiling histogram showing the counts of various messages and events. scoped_ptr message_histogram_; // A null terminated list which creates an incoming_queue of tasks that are // aquired under a mutex for processing on this instance's thread. These tasks // have not yet been sorted out into items for our work_queue_ vs items that // will be handled by the TimerManager. TaskQueue incoming_queue_; // Protect access to incoming_queue_. Lock incoming_queue_lock_; // A null terminated list of non-nestable tasks that we had to delay because // when it came time to execute them we were in a nested message loop. They // will execute once we're out of nested message loops. TaskQueue delayed_non_nestable_queue_; // Indicate if there is a kMsgPumpATask message pending in the Windows Message // queue. There is at most one such message, and it can drive execution of // tasks when a native message pump is running. bool task_pump_message_pending_; // Protect access to task_pump_message_pending_. Lock task_pump_message_lock_; // Used to count how many Run() invocations are on the stack. int run_depth_; DISALLOW_EVIL_CONSTRUCTORS(MessageLoop); }; #endif // BASE_MESSAGE_LOOP_H__