// 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. #ifndef BASE_WIN_OBJECT_WATCHER_H_ #define BASE_WIN_OBJECT_WATCHER_H_ #include #include "base/base_export.h" #include "base/callback.h" #include "base/macros.h" #include "base/memory/weak_ptr.h" #include "base/message_loop/message_loop.h" namespace base { namespace win { // A class that provides a means to asynchronously wait for a Windows object to // become signaled. It is an abstraction around RegisterWaitForSingleObject // that provides a notification callback, OnObjectSignaled, that runs back on // the origin thread (i.e., the thread that called StartWatching). // // This class acts like a smart pointer such that when it goes out-of-scope, // UnregisterWaitEx is automatically called, and any in-flight notification is // suppressed. // // Typical usage: // // class MyClass : public base::win::ObjectWatcher::Delegate { // public: // void DoStuffWhenSignaled(HANDLE object) { // watcher_.StartWatchingOnce(object, this); // } // void OnObjectSignaled(HANDLE object) override { // // OK, time to do stuff! // } // private: // base::win::ObjectWatcher watcher_; // }; // // In the above example, MyClass wants to "do stuff" when object becomes // signaled. ObjectWatcher makes this task easy. When MyClass goes out of // scope, the watcher_ will be destroyed, and there is no need to worry about // OnObjectSignaled being called on a deleted MyClass pointer. Easy! // If the object is already signaled before being watched, OnObjectSignaled is // still called after (but not necessarily immediately after) watch is started. // // NOTE: Use of this class requires that there be a current message loop; // otherwise, when the object is signaled, there would be no loop to post the // callback task to. This means that you cannot use ObjectWatcher in test code // that doesn't create a message loop (unless you add such a loop). class BASE_EXPORT ObjectWatcher : public MessageLoop::DestructionObserver { public: class BASE_EXPORT Delegate { public: virtual ~Delegate() {} // Called from the MessageLoop when a signaled object is detected. To // continue watching the object, StartWatching must be called again. virtual void OnObjectSignaled(HANDLE object) = 0; }; ObjectWatcher(); ~ObjectWatcher() override; // When the object is signaled, the given delegate is notified on the thread // where StartWatchingOnce is called. The ObjectWatcher is not responsible for // deleting the delegate. // Returns whether watching was successfully initiated. bool StartWatchingOnce(HANDLE object, Delegate* delegate); // Notifies the delegate, on the thread where this method is called, each time // the object is set. By definition, the handle must be an auto-reset object. // The caller must ensure that it (or any Windows system code) doesn't reset // the event or else the delegate won't be called. // Returns whether watching was successfully initiated. bool StartWatchingMultipleTimes(HANDLE object, Delegate* delegate); // Stops watching. Does nothing if the watch has already completed. If the // watch is still active, then it is canceled, and the associated delegate is // not notified. // // Returns true if the watch was canceled. Otherwise, false is returned. bool StopWatching(); // Returns true if currently watching an object. bool IsWatching() const; // Returns the handle of the object being watched. HANDLE GetWatchedObject() const; private: // Called on a background thread when done waiting. static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out); // Helper used by StartWatchingOnce and StartWatchingMultipleTimes. bool StartWatchingInternal(HANDLE object, Delegate* delegate, bool execute_only_once); void Signal(Delegate* delegate); // MessageLoop::DestructionObserver implementation: void WillDestroyCurrentMessageLoop() override; // Internal state. Closure callback_; HANDLE object_; // The object being watched HANDLE wait_object_; // Returned by RegisterWaitForSingleObject MessageLoop* origin_loop_; // Used to get back to the origin thread bool run_once_; WeakPtrFactory weak_factory_; DISALLOW_COPY_AND_ASSIGN(ObjectWatcher); }; } // namespace win } // namespace base #endif // BASE_WIN_OBJECT_WATCHER_H_