// Copyright (c) 2006-2008 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_WAITABLE_EVENT_H_ #define BASE_WAITABLE_EVENT_H_ #include "base/basictypes.h" #if defined(OS_WIN) #include #endif #if defined(OS_POSIX) #include #include #include "base/condition_variable.h" #include "base/lock.h" #include "base/ref_counted.h" #endif #include "base/message_loop.h" namespace base { // This replaces INFINITE from Win32 static const int kNoTimeout = -1; 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 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(HANDLE event_handle); // Releases ownership of the handle from this object. HANDLE Release(); #endif // WARNING: Destroying a WaitableEvent while threads are waiting on it is not // supported. Doing so will cause crashes or other instability. ~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. Returns true if the event // was signaled, else false is returned to indicate that waiting failed. bool 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. bool TimedWait(const TimeDelta& max_time); #if defined(OS_WIN) HANDLE handle() const { return handle_; } #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. 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; }; private: friend class WaitableEventWatcher; #if defined(OS_WIN) HANDLE handle_; #else bool SignalAll(); bool SignalOne(); void Enqueue(Waiter* waiter); bool Dequeue(Waiter* waiter, void* tag); // 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. typedef std::pair WaiterAndIndex; static size_t EnqueueMany(WaiterAndIndex* waitables, size_t count, Waiter* waiter); Lock lock_; bool signaled_; const bool manual_reset_; std::list waiters_; #endif DISALLOW_COPY_AND_ASSIGN(WaitableEvent); }; } // namespace base #endif // BASE_WAITABLE_EVENT_H_