Use UintToString() for unsigned values.
[chromium-blink-merge.git] / base / win / object_watcher.cc
blob5ebe1856d3182aec93dd97e08f712f761d5bbbf9
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.
5 #include "base/win/object_watcher.h"
7 #include "base/bind.h"
8 #include "base/logging.h"
10 namespace base {
11 namespace win {
13 //-----------------------------------------------------------------------------
15 ObjectWatcher::ObjectWatcher()
16 : object_(NULL),
17 wait_object_(NULL),
18 origin_loop_(NULL),
19 weak_factory_(this) {
22 ObjectWatcher::~ObjectWatcher() {
23 StopWatching();
26 bool ObjectWatcher::StartWatching(HANDLE object, Delegate* delegate) {
27 CHECK(delegate);
28 if (wait_object_) {
29 NOTREACHED() << "Already watching an object";
30 return false;
33 // Since our job is to just notice when an object is signaled and report the
34 // result back to this thread, we can just run on a Windows wait thread.
35 DWORD wait_flags = WT_EXECUTEINWAITTHREAD | WT_EXECUTEONLYONCE;
37 // DoneWaiting can be synchronously called from RegisterWaitForSingleObject,
38 // so set up all state now.
39 callback_ = base::Bind(&ObjectWatcher::Signal, weak_factory_.GetWeakPtr(),
40 delegate);
41 object_ = object;
42 origin_loop_ = MessageLoop::current();
44 if (!RegisterWaitForSingleObject(&wait_object_, object, DoneWaiting,
45 this, INFINITE, wait_flags)) {
46 DPLOG(FATAL) << "RegisterWaitForSingleObject failed";
47 object_ = NULL;
48 wait_object_ = NULL;
49 return false;
52 // We need to know if the current message loop is going away so we can
53 // prevent the wait thread from trying to access a dead message loop.
54 MessageLoop::current()->AddDestructionObserver(this);
55 return true;
58 bool ObjectWatcher::StopWatching() {
59 if (!wait_object_)
60 return false;
62 // Make sure ObjectWatcher is used in a single-threaded fashion.
63 DCHECK_EQ(origin_loop_, MessageLoop::current());
65 // Blocking call to cancel the wait. Any callbacks already in progress will
66 // finish before we return from this call.
67 if (!UnregisterWaitEx(wait_object_, INVALID_HANDLE_VALUE)) {
68 DPLOG(FATAL) << "UnregisterWaitEx failed";
69 return false;
72 weak_factory_.InvalidateWeakPtrs();
73 object_ = NULL;
74 wait_object_ = NULL;
76 MessageLoop::current()->RemoveDestructionObserver(this);
77 return true;
80 bool ObjectWatcher::IsWatching() const {
81 return object_ != NULL;
84 HANDLE ObjectWatcher::GetWatchedObject() const {
85 return object_;
88 // static
89 void CALLBACK ObjectWatcher::DoneWaiting(void* param, BOOLEAN timed_out) {
90 DCHECK(!timed_out);
92 // The destructor blocks on any callbacks that are in flight, so we know that
93 // that is always a pointer to a valid ObjectWater.
94 ObjectWatcher* that = static_cast<ObjectWatcher*>(param);
95 that->origin_loop_->task_runner()->PostTask(FROM_HERE, that->callback_);
96 that->callback_.Reset();
99 void ObjectWatcher::Signal(Delegate* delegate) {
100 // Signaling the delegate may result in our destruction or a nested call to
101 // StartWatching(). As a result, we save any state we need and clear previous
102 // watcher state before signaling the delegate.
103 HANDLE object = object_;
104 StopWatching();
105 delegate->OnObjectSignaled(object);
108 void ObjectWatcher::WillDestroyCurrentMessageLoop() {
109 // Need to shutdown the watch so that we don't try to access the MessageLoop
110 // after this point.
111 StopWatching();
114 } // namespace win
115 } // namespace base