1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 2 // Use of this source code is governed by a BSD-style license that can be 3 // found in the LICENSE file. 4 5 #ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ 6 #define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ 7 8 #include <stddef.h> 9 10 #include "base/base_export.h" 11 #include "base/macros.h" 12 #include "build/build_config.h" 13 14 #if defined(OS_WIN) 15 #include "base/win/scoped_handle.h" 16 #endif 17 18 #if defined(OS_POSIX) 19 #include <list> 20 #include <utility> 21 #include "base/memory/ref_counted.h" 22 #include "base/synchronization/lock.h" 23 #endif 24 25 namespace base { 26 27 class TimeDelta; 28 29 // A WaitableEvent can be a useful thread synchronization tool when you want to 30 // allow one thread to wait for another thread to finish some work. For 31 // non-Windows systems, this can only be used from within a single address 32 // space. 33 // 34 // Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to 35 // protect a simple boolean value. However, if you find yourself using a 36 // WaitableEvent in conjunction with a Lock to wait for a more complex state 37 // change (e.g., for an item to be added to a queue), then you should probably 38 // be using a ConditionVariable instead of a WaitableEvent. 39 // 40 // NOTE: On Windows, this class provides a subset of the functionality afforded 41 // by a Windows event object. This is intentional. If you are writing Windows 42 // specific code and you need other features of a Windows event, then you might 43 // be better off just using an Windows event directly. 44 class BASE_EXPORT WaitableEvent { 45 public: 46 // If manual_reset is true, then to set the event state to non-signaled, a 47 // consumer must call the Reset method. If this parameter is false, then the 48 // system automatically resets the event state to non-signaled after a single 49 // waiting thread has been released. 50 WaitableEvent(bool manual_reset, bool initially_signaled); 51 52 #if defined(OS_WIN) 53 // Create a WaitableEvent from an Event HANDLE which has already been 54 // created. This objects takes ownership of the HANDLE and will close it when 55 // deleted. 56 explicit WaitableEvent(win::ScopedHandle event_handle); 57 #endif 58 59 ~WaitableEvent(); 60 61 // Put the event in the un-signaled state. 62 void Reset(); 63 64 // Put the event in the signaled state. Causing any thread blocked on Wait 65 // to be woken up. 66 void Signal(); 67 68 // Returns true if the event is in the signaled state, else false. If this 69 // is not a manual reset event, then this test will cause a reset. 70 bool IsSignaled(); 71 72 // Wait indefinitely for the event to be signaled. Wait's return "happens 73 // after" |Signal| has completed. This means that it's safe for a 74 // WaitableEvent to synchronise its own destruction, like this: 75 // 76 // WaitableEvent *e = new WaitableEvent; 77 // SendToOtherThread(e); 78 // e->Wait(); 79 // delete e; 80 void Wait(); 81 82 // Wait up until max_time has passed for the event to be signaled. Returns 83 // true if the event was signaled. If this method returns false, then it 84 // does not necessarily mean that max_time was exceeded. 85 // 86 // TimedWait can synchronise its own destruction like |Wait|. 87 bool TimedWait(const TimeDelta& max_time); 88 89 #if defined(OS_WIN) handle()90 HANDLE handle() const { return handle_.Get(); } 91 #endif 92 93 // Wait, synchronously, on multiple events. 94 // waitables: an array of WaitableEvent pointers 95 // count: the number of elements in @waitables 96 // 97 // returns: the index of a WaitableEvent which has been signaled. 98 // 99 // You MUST NOT delete any of the WaitableEvent objects while this wait is 100 // happening, however WaitMany's return "happens after" the |Signal| call 101 // that caused it has completed, like |Wait|. 102 static size_t WaitMany(WaitableEvent** waitables, size_t count); 103 104 // For asynchronous waiting, see WaitableEventWatcher 105 106 // This is a private helper class. It's here because it's used by friends of 107 // this class (such as WaitableEventWatcher) to be able to enqueue elements 108 // of the wait-list 109 class Waiter { 110 public: 111 // Signal the waiter to wake up. 112 // 113 // Consider the case of a Waiter which is in multiple WaitableEvent's 114 // wait-lists. Each WaitableEvent is automatic-reset and two of them are 115 // signaled at the same time. Now, each will wake only the first waiter in 116 // the wake-list before resetting. However, if those two waiters happen to 117 // be the same object (as can happen if another thread didn't have a chance 118 // to dequeue the waiter from the other wait-list in time), two auto-resets 119 // will have happened, but only one waiter has been signaled! 120 // 121 // Because of this, a Waiter may "reject" a wake by returning false. In 122 // this case, the auto-reset WaitableEvent shouldn't act as if anything has 123 // been notified. 124 virtual bool Fire(WaitableEvent* signaling_event) = 0; 125 126 // Waiters may implement this in order to provide an extra condition for 127 // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the 128 // pointers match then this function is called as a final check. See the 129 // comments in ~Handle for why. 130 virtual bool Compare(void* tag) = 0; 131 132 protected: ~Waiter()133 virtual ~Waiter() {} 134 }; 135 136 private: 137 friend class WaitableEventWatcher; 138 139 #if defined(OS_WIN) 140 win::ScopedHandle handle_; 141 #else 142 // On Windows, one can close a HANDLE which is currently being waited on. The 143 // MSDN documentation says that the resulting behaviour is 'undefined', but 144 // it doesn't crash. However, if we were to include the following members 145 // directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an 146 // event which gets deleted. This mismatch has bitten us several times now, 147 // so we have a kernel of the WaitableEvent, which is reference counted. 148 // WaitableEventWatchers may then take a reference and thus match the Windows 149 // behaviour. 150 struct WaitableEventKernel : 151 public RefCountedThreadSafe<WaitableEventKernel> { 152 public: 153 WaitableEventKernel(bool manual_reset, bool initially_signaled); 154 155 bool Dequeue(Waiter* waiter, void* tag); 156 157 base::Lock lock_; 158 const bool manual_reset_; 159 bool signaled_; 160 std::list<Waiter*> waiters_; 161 162 private: 163 friend class RefCountedThreadSafe<WaitableEventKernel>; 164 ~WaitableEventKernel(); 165 }; 166 167 typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex; 168 169 // When dealing with arrays of WaitableEvent*, we want to sort by the address 170 // of the WaitableEvent in order to have a globally consistent locking order. 171 // In that case we keep them, in sorted order, in an array of pairs where the 172 // second element is the index of the WaitableEvent in the original, 173 // unsorted, array. 174 static size_t EnqueueMany(WaiterAndIndex* waitables, 175 size_t count, Waiter* waiter); 176 177 bool SignalAll(); 178 bool SignalOne(); 179 void Enqueue(Waiter* waiter); 180 181 scoped_refptr<WaitableEventKernel> kernel_; 182 #endif 183 184 DISALLOW_COPY_AND_ASSIGN(WaitableEvent); 185 }; 186 187 } // namespace base 188 189 #endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ 190