Roll breakpad a513e85:7caf028 (svn 1384:1385)
[chromium-blink-merge.git] / base / synchronization / waitable_event.h
blob39c0d11538cdf68727893eb0fd1beea91a83b8d0
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 #ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
6 #define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
8 #include "base/base_export.h"
9 #include "base/basictypes.h"
11 #if defined(OS_WIN)
12 #include "base/win/scoped_handle.h"
13 #endif
15 #if defined(OS_POSIX)
16 #include <list>
17 #include <utility>
18 #include "base/memory/ref_counted.h"
19 #include "base/synchronization/lock.h"
20 #endif
22 namespace base {
24 // This replaces INFINITE from Win32
25 static const int kNoTimeout = -1;
27 class TimeDelta;
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.
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.
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);
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 // TODO(rvargas): Pass ScopedHandle instead (and on Release).
57 explicit WaitableEvent(HANDLE event_handle);
59 // Releases ownership of the handle from this object.
60 HANDLE Release();
61 #endif
63 ~WaitableEvent();
65 // Put the event in the un-signaled state.
66 void Reset();
68 // Put the event in the signaled state. Causing any thread blocked on Wait
69 // to be woken up.
70 void Signal();
72 // Returns true if the event is in the signaled state, else false. If this
73 // is not a manual reset event, then this test will cause a reset.
74 bool IsSignaled();
76 // Wait indefinitely for the event to be signaled. Wait's return "happens
77 // after" |Signal| has completed. This means that it's safe for a
78 // WaitableEvent to synchronise its own destruction, like this:
80 // WaitableEvent *e = new WaitableEvent;
81 // SendToOtherThread(e);
82 // e->Wait();
83 // delete e;
84 void Wait();
86 // Wait up until max_time has passed for the event to be signaled. Returns
87 // true if the event was signaled. If this method returns false, then it
88 // does not necessarily mean that max_time was exceeded.
90 // TimedWait can synchronise its own destruction like |Wait|.
91 bool TimedWait(const TimeDelta& max_time);
93 #if defined(OS_WIN)
94 HANDLE handle() const { return handle_.Get(); }
95 #endif
97 // Wait, synchronously, on multiple events.
98 // waitables: an array of WaitableEvent pointers
99 // count: the number of elements in @waitables
101 // returns: the index of a WaitableEvent which has been signaled.
103 // You MUST NOT delete any of the WaitableEvent objects while this wait is
104 // happening, however WaitMany's return "happens after" the |Signal| call
105 // that caused it has completed, like |Wait|.
106 static size_t WaitMany(WaitableEvent** waitables, size_t count);
108 // For asynchronous waiting, see WaitableEventWatcher
110 // This is a private helper class. It's here because it's used by friends of
111 // this class (such as WaitableEventWatcher) to be able to enqueue elements
112 // of the wait-list
113 class Waiter {
114 public:
115 // Signal the waiter to wake up.
117 // Consider the case of a Waiter which is in multiple WaitableEvent's
118 // wait-lists. Each WaitableEvent is automatic-reset and two of them are
119 // signaled at the same time. Now, each will wake only the first waiter in
120 // the wake-list before resetting. However, if those two waiters happen to
121 // be the same object (as can happen if another thread didn't have a chance
122 // to dequeue the waiter from the other wait-list in time), two auto-resets
123 // will have happened, but only one waiter has been signaled!
125 // Because of this, a Waiter may "reject" a wake by returning false. In
126 // this case, the auto-reset WaitableEvent shouldn't act as if anything has
127 // been notified.
128 virtual bool Fire(WaitableEvent* signaling_event) = 0;
130 // Waiters may implement this in order to provide an extra condition for
131 // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the
132 // pointers match then this function is called as a final check. See the
133 // comments in ~Handle for why.
134 virtual bool Compare(void* tag) = 0;
136 protected:
137 virtual ~Waiter() {}
140 private:
141 friend class WaitableEventWatcher;
143 #if defined(OS_WIN)
144 win::ScopedHandle handle_;
145 #else
146 // On Windows, one can close a HANDLE which is currently being waited on. The
147 // MSDN documentation says that the resulting behaviour is 'undefined', but
148 // it doesn't crash. However, if we were to include the following members
149 // directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an
150 // event which gets deleted. This mismatch has bitten us several times now,
151 // so we have a kernel of the WaitableEvent, which is reference counted.
152 // WaitableEventWatchers may then take a reference and thus match the Windows
153 // behaviour.
154 struct WaitableEventKernel :
155 public RefCountedThreadSafe<WaitableEventKernel> {
156 public:
157 WaitableEventKernel(bool manual_reset, bool initially_signaled);
159 bool Dequeue(Waiter* waiter, void* tag);
161 base::Lock lock_;
162 const bool manual_reset_;
163 bool signaled_;
164 std::list<Waiter*> waiters_;
166 private:
167 friend class RefCountedThreadSafe<WaitableEventKernel>;
168 ~WaitableEventKernel();
171 typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex;
173 // When dealing with arrays of WaitableEvent*, we want to sort by the address
174 // of the WaitableEvent in order to have a globally consistent locking order.
175 // In that case we keep them, in sorted order, in an array of pairs where the
176 // second element is the index of the WaitableEvent in the original,
177 // unsorted, array.
178 static size_t EnqueueMany(WaiterAndIndex* waitables,
179 size_t count, Waiter* waiter);
181 bool SignalAll();
182 bool SignalOne();
183 void Enqueue(Waiter* waiter);
185 scoped_refptr<WaitableEventKernel> kernel_;
186 #endif
188 DISALLOW_COPY_AND_ASSIGN(WaitableEvent);
191 } // namespace base
193 #endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_