1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161
|
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_WATCHER_H_
#define BASE_SYNCHRONIZATION_WAITABLE_EVENT_WATCHER_H_
#include "base/base_export.h"
#include "base/memory/raw_ptr.h"
#include "base/task/sequenced_task_runner.h"
#include "build/blink_buildflags.h"
#include "build/build_config.h"
#if BUILDFLAG(IS_WIN)
#include "base/win/object_watcher.h"
#include "base/win/scoped_handle.h"
#elif BUILDFLAG(IS_APPLE)
#include <dispatch/dispatch.h>
#include <memory>
#include "base/memory/weak_ptr.h"
#include "base/synchronization/waitable_event.h"
#else
#include "base/sequence_checker.h"
#include "base/synchronization/waitable_event.h"
#endif
#if !BUILDFLAG(IS_WIN)
#include "base/functional/callback.h"
#endif
namespace base {
class Flag;
class AsyncWaiter;
class WaitableEvent;
// This class provides a way to wait on a WaitableEvent asynchronously.
//
// Each instance of this object can be waiting on a single WaitableEvent. When
// the waitable event is signaled, a callback is invoked on the sequence that
// called StartWatching(). This callback can be deleted by deleting the waiter.
//
// Typical usage:
//
// class MyClass {
// public:
// void DoStuffWhenSignaled(WaitableEvent *waitable_event) {
// watcher_.StartWatching(waitable_event,
// base::BindOnce(&MyClass::OnWaitableEventSignaled, this);
// }
// private:
// void OnWaitableEventSignaled(WaitableEvent* waitable_event) {
// // OK, time to do stuff!
// }
// base::WaitableEventWatcher watcher_;
// };
//
// In the above example, MyClass wants to "do stuff" when waitable_event
// becomes signaled. WaitableEventWatcher makes this task easy. When MyClass
// goes out of scope, the watcher_ will be destroyed, and there is no need to
// worry about OnWaitableEventSignaled being called on a deleted MyClass
// pointer.
//
// BEWARE: With automatically reset WaitableEvents, a signal may be lost if it
// occurs just before a WaitableEventWatcher is deleted. There is currently no
// safe way to stop watching an automatic reset WaitableEvent without possibly
// missing a signal.
//
// NOTE: you /are/ allowed to delete the WaitableEvent while still waiting on
// it with a Watcher. But pay attention: if the event was signaled and deleted
// right after, the callback may be called with deleted WaitableEvent pointer.
class BASE_EXPORT WaitableEventWatcher
#if BUILDFLAG(IS_WIN)
: public win::ObjectWatcher::Delegate
#endif
{
public:
using EventCallback = OnceCallback<void(WaitableEvent*)>;
WaitableEventWatcher();
WaitableEventWatcher(const WaitableEventWatcher&) = delete;
WaitableEventWatcher& operator=(const WaitableEventWatcher&) = delete;
#if BUILDFLAG(IS_WIN)
~WaitableEventWatcher() override;
#else
~WaitableEventWatcher();
#endif
// When |event| is signaled, |callback| is called on the sequence that called
// StartWatching().
// |task_runner| is used for asynchronous executions of calling |callback|.
bool StartWatching(WaitableEvent* event,
EventCallback callback,
scoped_refptr<SequencedTaskRunner> task_runner);
// Cancel the current watch. Must be called from the same sequence which
// started the watch.
//
// Does nothing if no event is being watched, nor if the watch has completed.
// The callback will *not* be called for the current watch after this
// function returns. Since the callback runs on the same sequence as this
// function, it cannot be called during this function either.
void StopWatching();
private:
#if BUILDFLAG(IS_WIN)
void OnObjectSignaled(HANDLE h) override;
// Duplicated handle of the event passed to StartWatching().
win::ScopedHandle duplicated_event_handle_;
// A watcher for |duplicated_event_handle_|. The handle MUST outlive
// |watcher_|.
win::ObjectWatcher watcher_;
EventCallback callback_;
raw_ptr<WaitableEvent, AcrossTasksDanglingUntriaged> event_ = nullptr;
#elif BUILDFLAG(IS_APPLE) && (!BUILDFLAG(IS_IOS) || !BUILDFLAG(USE_BLINK))
// Invokes the callback and resets the source. Must be called on the task
// runner on which StartWatching() was called.
void InvokeCallback();
// Closure bound to the event being watched. This will be is_null() if
// nothing is being watched.
OnceClosure callback_;
// A reference to the receive right that is kept alive while a watcher
// is waiting. Null if no event is being watched.
scoped_refptr<WaitableEvent::ReceiveRight> receive_right_;
struct Storage;
std::unique_ptr<Storage> storage_;
// Used to vend a weak pointer for calling InvokeCallback() from the
// |source_| event handler.
WeakPtrFactory<WaitableEventWatcher> weak_ptr_factory_;
#else
// Instantiated in StartWatching(). Set before the callback runs. Reset in
// StopWatching() or StartWatching().
scoped_refptr<Flag> cancel_flag_;
// Enqueued in the wait list of the watched WaitableEvent.
raw_ptr<AsyncWaiter, AcrossTasksDanglingUntriaged> waiter_ = nullptr;
// Kernel of the watched WaitableEvent.
scoped_refptr<WaitableEvent::WaitableEventKernel> kernel_;
// Ensures that StartWatching() and StopWatching() are called on the same
// sequence.
SEQUENCE_CHECKER(sequence_checker_);
#endif
};
} // namespace base
#endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_WATCHER_H_
|