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#include "talk/base/common.h"
#include "talk/base/signalthread.h"

using namespace talk_base;

///////////////////////////////////////////////////////////////////////////////
// SignalThread
///////////////////////////////////////////////////////////////////////////////

SignalThread::SignalThread()
: main_(Thread::Current()), state_(kInit)
{
  main_->SignalQueueDestroyed.connect(this,
                                      &SignalThread::OnMainThreadDestroyed);
  refcount_ = 1;
  worker_.parent_ = this;
}

void SignalThread::OnMainThreadDestroyed() {
  EnterExit ee(this);
  main_ = NULL;
}

SignalThread::~SignalThread() {
}

void SignalThread::SetPriority(ThreadPriority priority) {
  EnterExit ee(this);
  ASSERT(main_->IsCurrent());
  ASSERT(kInit == state_);
  worker_.SetPriority(priority);
}

void SignalThread::Start() {
  EnterExit ee(this);
  ASSERT(main_->IsCurrent());
  if (kInit == state_ || kComplete == state_) {
    state_ = kRunning;
    OnWorkStart();
    worker_.Start();
  } else {
    ASSERT(false);
  }
}

void SignalThread::Destroy(bool wait) {
  EnterExit ee(this);
  ASSERT(main_->IsCurrent());
  if ((kInit == state_) || (kComplete == state_)) {
    refcount_--;
  } else if (kRunning == state_ || kReleasing == state_) {
    state_ = kStopping;
    // OnWorkStop() must follow Quit(), so that when the thread wakes up due to
    // OWS(), ContinueWork() will return false.
    if (wait) {
      // Release the thread's lock so that it can return from ::Run.
      cs_.Leave(); 
      worker_.Stop();
      cs_.Enter();
      refcount_--;
    } else {
      worker_.Quit();
    }
    OnWorkStop();
  } else {
    ASSERT(false);
  }
}

void SignalThread::Release() {
  EnterExit ee(this);
  ASSERT(main_->IsCurrent());
  if (kComplete == state_) {
    refcount_--;
  } else if (kRunning == state_) {
    state_ = kReleasing;
  } else {
    // if (kInit == state_) use Destroy()
    ASSERT(false);
  }
}

bool SignalThread::ContinueWork() {
  EnterExit ee(this);
  ASSERT(worker_.IsCurrent());
  return worker_.ProcessMessages(0);
}

void SignalThread::OnMessage(Message *msg) {
  EnterExit ee(this);
  if (ST_MSG_WORKER_DONE == msg->message_id) {
    ASSERT(main_->IsCurrent());
    OnWorkDone();
    bool do_delete = false;
    if (kRunning == state_) {
      state_ = kComplete;
    } else {
      do_delete = true;
    }
    if (kStopping != state_) {
      // Before signaling that the work is done, make sure that the worker
      // thread actually is done. We got here because DoWork() finished and
      // Run() posted the ST_MSG_WORKER_DONE message. This means the worker
      // thread is about to go away anyway, but sometimes it doesn't actually
      // finish before SignalWorkDone is processed, and for a reusable
      // SignalThread this makes an assert in thread.cc fire.
      //
      // Calling Stop() on the worker ensures that the OS thread that underlies
      // the worker will finish, and will be set to NULL, enabling us to call
      // Start() again.
      worker_.Stop();
      SignalWorkDone(this);
    }
    if (do_delete) {
      refcount_--;
    }
  }
}

void SignalThread::Run() {
  DoWork();
  {
    EnterExit ee(this);
    if (main_) {
      main_->Post(this, ST_MSG_WORKER_DONE);
    }
  }
}