// 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 CONTENT_RENDERER_RENDER_THREAD_H_ #define CONTENT_RENDERER_RENDER_THREAD_H_ #pragma once #include #include #include #include "base/observer_list.h" #include "base/shared_memory.h" #include "base/time.h" #include "base/timer.h" #include "build/build_config.h" #include "content/common/child_thread.h" #include "content/common/css_colors.h" #include "content/common/gpu/gpu_process_launch_causes.h" #include "ipc/ipc_channel_proxy.h" #include "ui/gfx/native_widget_types.h" class AppCacheDispatcher; class AudioInputMessageFilter; class AudioMessageFilter; class DBMessageFilter; class DevToolsAgentFilter; class FilePath; class GpuChannelHost; class IndexedDBDispatcher; class RendererHistogram; class RendererHistogramSnapshots; class RenderProcessObserver; class RendererNetPredictor; class RendererWebKitClientImpl; class SkBitmap; class VideoCaptureImplManager; class WebDatabaseObserverImpl; struct RendererPreferences; struct DOMStorageMsg_Event_Params; struct GPUInfo; struct ViewMsg_New_Params; struct WebPreferences; namespace base { class MessageLoopProxy; class Thread; } namespace IPC { struct ChannelHandle; } namespace WebKit { class WebStorageEventDispatcher; } namespace v8 { class Extension; } // The RenderThreadBase is the minimal interface that a RenderView/Widget // expects from a render thread. The interface basically abstracts a way to send // and receive messages. // // TODO(brettw): This has two different and opposing usage patterns which // make it confusing. // // In the first mode, callers call RenderThread::current() to get the one and // only global RenderThread (bug 10837: this should be renamed get()). Then // they access it. Since RenderThread is a concrete class, this can be NULL // during unit tests. Callers need to NULL check this every time. Some callers // don't happen to get called during unit tests and don't do the NULL checks, // which is also confusing since it's not clear if you need to or not. // // In the second mode, the abstract base class RenderThreadBase is passed to // RenderView and RenderWidget. Normally, this points to // RenderThread::current() so it's quite confusing which accessing mode should // be used. However, during unit testing, this class is replaced with a mock // to support testing functions, and is guaranteed non-NULL. // // It might be nice not to have the ::current() call and put all of the // functions on the abstract class so they can be mocked. However, there are // some standalone functions like in ChromiumBridge that are not associated // with a view that need to access the current thread to send messages to the // browser process. These need the ::current() paradigm. So instead, we should // probably remove the render_thread_ parameter to RenderView/Widget in // preference to just getting the global singleton. We can make it easier to // understand by moving everything to the abstract interface and saying that // there should never be a NULL RenderThread::current(). Tests would be // responsible for setting up the mock one. class RenderThreadBase { public: virtual ~RenderThreadBase() {} virtual bool Send(IPC::Message* msg) = 0; // Called to add or remove a listener for a particular message routing ID. // These methods normally get delegated to a MessageRouter. virtual void AddRoute(int32 routing_id, IPC::Channel::Listener* listener) = 0; virtual void RemoveRoute(int32 routing_id) = 0; virtual void AddFilter(IPC::ChannelProxy::MessageFilter* filter) = 0; virtual void RemoveFilter(IPC::ChannelProxy::MessageFilter* filter) = 0; // Called by a RenderWidget when it is hidden or restored. virtual void WidgetHidden() = 0; virtual void WidgetRestored() = 0; }; // The RenderThread class represents a background thread where RenderView // instances live. The RenderThread supports an API that is used by its // consumer to talk indirectly to the RenderViews and supporting objects. // Likewise, it provides an API for the RenderViews to talk back to the main // process (i.e., their corresponding TabContents). // // Most of the communication occurs in the form of IPC messages. They are // routed to the RenderThread according to the routing IDs of the messages. // The routing IDs correspond to RenderView instances. class RenderThread : public RenderThreadBase, public ChildThread { public: // Grabs the IPC channel name from the command line. RenderThread(); // Constructor that's used when running in single process mode. explicit RenderThread(const std::string& channel_name); virtual ~RenderThread(); // Returns the one render thread for this process. Note that this should only // be accessed when running on the render thread itself // // TODO(brettw) this should be on the abstract base class instead of here, // and return the base class' interface instead. Currently this causes // problems with testing. See the comment above RenderThreadBase above. static RenderThread* current(); // Returns the routing ID of the RenderWidget containing the current script // execution context (corresponding to WebFrame::frameForCurrentContext). static int32 RoutingIDForCurrentContext(); // Overridden from RenderThreadBase. virtual bool Send(IPC::Message* msg); virtual void AddRoute(int32 routing_id, IPC::Channel::Listener* listener); virtual void RemoveRoute(int32 routing_id); virtual void AddFilter(IPC::ChannelProxy::MessageFilter* filter); virtual void RemoveFilter(IPC::ChannelProxy::MessageFilter* filter); virtual void WidgetHidden(); virtual void WidgetRestored(); void AddObserver(RenderProcessObserver* observer); void RemoveObserver(RenderProcessObserver* observer); // These methods modify how the next message is sent. Normally, when sending // a synchronous message that runs a nested message loop, we need to suspend // callbacks into WebKit. This involves disabling timers and deferring // resource loads. However, there are exceptions when we need to customize // the behavior. void DoNotSuspendWebKitSharedTimer(); void DoNotNotifyWebKitOfModalLoop(); AppCacheDispatcher* appcache_dispatcher() const { return appcache_dispatcher_.get(); } IndexedDBDispatcher* indexed_db_dispatcher() const { return indexed_db_dispatcher_.get(); } AudioInputMessageFilter* audio_input_message_filter() { return audio_input_message_filter_.get(); } AudioMessageFilter* audio_message_filter() { return audio_message_filter_.get(); } VideoCaptureImplManager* video_capture_impl_manager() const { return vc_manager_.get(); } bool plugin_refresh_allowed() const { return plugin_refresh_allowed_; } double idle_notification_delay_in_s() const { return idle_notification_delay_in_s_; } void set_idle_notification_delay_in_s(double idle_notification_delay_in_s) { idle_notification_delay_in_s_ = idle_notification_delay_in_s; } // Sends a message to the browser to close all connections. void CloseCurrentConnections(); // Sends a message to the browser to enable or disable the disk cache. void SetCacheMode(bool enabled); // Sends a message to the browser to clear the disk cache. // |preserve_ssl_host_info| is a flag indicating if the cache should purge // entries related to cached SSL information. void ClearCache(bool preserve_ssl_host_info); // Sends a message to the browser to clear thed host cache. void ClearHostResolverCache(); // Sends a message to the browser to clear the predictor cache. void ClearPredictorCache(); // Sends a message to the browser to enable/disable spdy. void EnableSpdy(bool enable); // Synchronously establish a channel to the GPU plugin if not previously // established or if it has been lost (for example if the GPU plugin crashed). // If there is a pending asynchronous request, it will be completed by the // time this routine returns. GpuChannelHost* EstablishGpuChannelSync(content::CauseForGpuLaunch); // Get the GPU channel. Returns NULL if the channel is not established or // has been lost. GpuChannelHost* GetGpuChannel(); // Returns a MessageLoopProxy instance corresponding to the message loop // of the thread on which file operations should be run. Must be called // on the renderer's main thread. scoped_refptr GetFileThreadMessageLoopProxy(); // Schedule a call to IdleHandler with the given initial delay. void ScheduleIdleHandler(double initial_delay_s); // A task we invoke periodically to assist with idle cleanup. void IdleHandler(); // Registers the given V8 extension with WebKit. void RegisterExtension(v8::Extension* extension); // Returns true iff the extension is registered. bool IsRegisteredExtension(const std::string& v8_extension_name) const; // We initialize WebKit as late as possible. void EnsureWebKitInitialized(); private: virtual bool OnControlMessageReceived(const IPC::Message& msg); void Init(); void OnSetZoomLevelForCurrentURL(const GURL& url, double zoom_level); void OnDOMStorageEvent(const DOMStorageMsg_Event_Params& params); void OnSetNextPageID(int32 next_page_id); void OnSetCSSColors(const std::vector& colors); void OnCreateNewView(const ViewMsg_New_Params& params); void OnTransferBitmap(const SkBitmap& bitmap, int resource_id); void OnPurgePluginListCache(bool reload_pages); void OnNetworkStateChanged(bool online); void OnGetAccessibilityTree(); // These objects live solely on the render thread. scoped_ptr > task_factory_; scoped_ptr appcache_dispatcher_; scoped_ptr indexed_db_dispatcher_; scoped_ptr webkit_client_; scoped_ptr dom_storage_event_dispatcher_; // Used on the renderer and IPC threads. scoped_refptr db_message_filter_; scoped_refptr audio_input_message_filter_; scoped_refptr audio_message_filter_; scoped_refptr devtools_agent_message_filter_; // Used on multiple threads. scoped_refptr vc_manager_; // Used on multiple script execution context threads. scoped_ptr web_database_observer_impl_; // If true, then a GetPlugins call is allowed to rescan the disk. bool plugin_refresh_allowed_; // The count of RenderWidgets running through this thread. int widget_count_; // The count of hidden RenderWidgets running through this thread. int hidden_widget_count_; // The current value of the idle notification timer delay. double idle_notification_delay_in_s_; bool suspend_webkit_shared_timer_; bool notify_webkit_of_modal_loop_; // Timer that periodically calls IdleHandler. base::RepeatingTimer idle_timer_; // The channel from the renderer process to the GPU process. scoped_refptr gpu_channel_; // A lazily initiated thread on which file operations are run. scoped_ptr file_thread_; // Map of registered v8 extensions. The key is the extension name. std::set v8_extensions_; ObserverList observers_; DISALLOW_COPY_AND_ASSIGN(RenderThread); }; #endif // CONTENT_RENDERER_RENDER_THREAD_H_