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284 lines
10 KiB
C
284 lines
10 KiB
C
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
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#define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
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#include <stddef.h>
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#include "base/base_export.h"
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#include "base/macros.h"
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#include "build/build_config.h"
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#if defined(OS_WIN)
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#include "base/win/scoped_handle.h"
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#elif defined(OS_MACOSX)
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#include <mach/mach.h>
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#include <list>
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#include <memory>
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#include "base/callback_forward.h"
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#include "base/mac/scoped_mach_port.h"
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#include "base/memory/ref_counted.h"
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#include "base/synchronization/lock.h"
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#elif defined(OS_POSIX)
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#include <list>
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#include <utility>
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#include "base/memory/ref_counted.h"
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#include "base/synchronization/lock.h"
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#endif
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namespace base {
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class TimeDelta;
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class TimeTicks;
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// A WaitableEvent can be a useful thread synchronization tool when you want to
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// allow one thread to wait for another thread to finish some work. For
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// non-Windows systems, this can only be used from within a single address
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// space.
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//
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// Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to
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// protect a simple boolean value. However, if you find yourself using a
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// WaitableEvent in conjunction with a Lock to wait for a more complex state
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// change (e.g., for an item to be added to a queue), then you should probably
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// be using a ConditionVariable instead of a WaitableEvent.
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//
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// NOTE: On Windows, this class provides a subset of the functionality afforded
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// by a Windows event object. This is intentional. If you are writing Windows
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// specific code and you need other features of a Windows event, then you might
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// be better off just using an Windows event directly.
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class BASE_EXPORT WaitableEvent {
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public:
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// Indicates whether a WaitableEvent should automatically reset the event
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// state after a single waiting thread has been released or remain signaled
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// until Reset() is manually invoked.
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enum class ResetPolicy { MANUAL, AUTOMATIC };
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// Indicates whether a new WaitableEvent should start in a signaled state or
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// not.
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enum class InitialState { SIGNALED, NOT_SIGNALED };
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// Constructs a WaitableEvent with policy and initial state as detailed in
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// the above enums.
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WaitableEvent(ResetPolicy reset_policy, InitialState initial_state);
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#if defined(OS_WIN)
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// Create a WaitableEvent from an Event HANDLE which has already been
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// created. This objects takes ownership of the HANDLE and will close it when
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// deleted.
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explicit WaitableEvent(win::ScopedHandle event_handle);
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#endif
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~WaitableEvent();
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// Put the event in the un-signaled state.
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void Reset();
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// Put the event in the signaled state. Causing any thread blocked on Wait
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// to be woken up.
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void Signal();
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// Returns true if the event is in the signaled state, else false. If this
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// is not a manual reset event, then this test will cause a reset.
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bool IsSignaled();
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// Wait indefinitely for the event to be signaled. Wait's return "happens
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// after" |Signal| has completed. This means that it's safe for a
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// WaitableEvent to synchronise its own destruction, like this:
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//
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// WaitableEvent *e = new WaitableEvent;
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// SendToOtherThread(e);
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// e->Wait();
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// delete e;
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void Wait();
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// Wait up until wait_delta has passed for the event to be signaled. Returns
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// true if the event was signaled.
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//
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// TimedWait can synchronise its own destruction like |Wait|.
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bool TimedWait(const TimeDelta& wait_delta);
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// Wait up until end_time deadline has passed for the event to be signaled.
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// Return true if the event was signaled.
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//
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// TimedWaitUntil can synchronise its own destruction like |Wait|.
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bool TimedWaitUntil(const TimeTicks& end_time);
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#if defined(OS_WIN)
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HANDLE handle() const { return handle_.Get(); }
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#endif
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// Wait, synchronously, on multiple events.
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// waitables: an array of WaitableEvent pointers
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// count: the number of elements in @waitables
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//
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// returns: the index of a WaitableEvent which has been signaled.
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//
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// You MUST NOT delete any of the WaitableEvent objects while this wait is
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// happening, however WaitMany's return "happens after" the |Signal| call
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// that caused it has completed, like |Wait|.
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//
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// If more than one WaitableEvent is signaled to unblock WaitMany, the lowest
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// index among them is returned.
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static size_t WaitMany(WaitableEvent** waitables, size_t count);
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// For asynchronous waiting, see WaitableEventWatcher
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// This is a private helper class. It's here because it's used by friends of
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// this class (such as WaitableEventWatcher) to be able to enqueue elements
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// of the wait-list
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class Waiter {
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public:
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// Signal the waiter to wake up.
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//
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// Consider the case of a Waiter which is in multiple WaitableEvent's
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// wait-lists. Each WaitableEvent is automatic-reset and two of them are
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// signaled at the same time. Now, each will wake only the first waiter in
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// the wake-list before resetting. However, if those two waiters happen to
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// be the same object (as can happen if another thread didn't have a chance
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// to dequeue the waiter from the other wait-list in time), two auto-resets
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// will have happened, but only one waiter has been signaled!
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//
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// Because of this, a Waiter may "reject" a wake by returning false. In
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// this case, the auto-reset WaitableEvent shouldn't act as if anything has
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// been notified.
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virtual bool Fire(WaitableEvent* signaling_event) = 0;
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// Waiters may implement this in order to provide an extra condition for
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// two Waiters to be considered equal. In WaitableEvent::Dequeue, if the
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// pointers match then this function is called as a final check. See the
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// comments in ~Handle for why.
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virtual bool Compare(void* tag) = 0;
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protected:
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virtual ~Waiter() {}
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};
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private:
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friend class WaitableEventWatcher;
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#if defined(OS_WIN)
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win::ScopedHandle handle_;
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#elif defined(OS_MACOSX)
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// Prior to macOS 10.12, a TYPE_MACH_RECV dispatch source may not be invoked
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// immediately. If a WaitableEventWatcher is used on a manual-reset event,
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// and another thread that is Wait()ing on the event calls Reset()
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// immediately after waking up, the watcher may not receive the callback.
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// On macOS 10.12 and higher, dispatch delivery is reliable. But for OSes
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// prior, a lock-protected list of callbacks is used for manual-reset event
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// watchers. Automatic-reset events are not prone to this issue, since the
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// first thread to wake will claim the event.
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static bool UseSlowWatchList(ResetPolicy policy);
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// Peeks the message queue named by |port| and returns true if a message
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// is present and false if not. If |dequeue| is true, the messsage will be
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// drained from the queue. If |dequeue| is false, the queue will only be
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// peeked. |port| must be a receive right.
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static bool PeekPort(mach_port_t port, bool dequeue);
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// The Mach receive right is waited on by both WaitableEvent and
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// WaitableEventWatcher. It is valid to signal and then delete an event, and
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// a watcher should still be notified. If the right were to be destroyed
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// immediately, the watcher would not receive the signal. Because Mach
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// receive rights cannot have a user refcount greater than one, the right
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// must be reference-counted manually.
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class ReceiveRight : public RefCountedThreadSafe<ReceiveRight> {
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public:
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ReceiveRight(mach_port_t name, bool create_slow_watch_list);
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mach_port_t Name() const { return right_.get(); };
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// This structure is used iff UseSlowWatchList() is true. See the comment
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// in Signal() for details.
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struct WatchList {
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WatchList();
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~WatchList();
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// The lock protects a list of closures to be run when the event is
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// Signal()ed. The closures are invoked on the signaling thread, so they
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// must be safe to be called from any thread.
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Lock lock;
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std::list<OnceClosure> list;
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};
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WatchList* SlowWatchList() const { return slow_watch_list_.get(); }
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private:
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friend class RefCountedThreadSafe<ReceiveRight>;
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~ReceiveRight();
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mac::ScopedMachReceiveRight right_;
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// This is allocated iff UseSlowWatchList() is true. It is created on the
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// heap to avoid performing initialization when not using the slow path.
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std::unique_ptr<WatchList> slow_watch_list_;
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DISALLOW_COPY_AND_ASSIGN(ReceiveRight);
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};
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const ResetPolicy policy_;
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// The receive right for the event.
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scoped_refptr<ReceiveRight> receive_right_;
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// The send right used to signal the event. This can be disposed of with
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// the event, unlike the receive right, since a deleted event cannot be
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// signaled.
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mac::ScopedMachSendRight send_right_;
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#else
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// On Windows, you must not close a HANDLE which is currently being waited on.
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// The MSDN documentation says that the resulting behaviour is 'undefined'.
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// To solve that issue each WaitableEventWatcher duplicates the given event
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// handle.
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// However, if we were to include the following members
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// directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an
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// event which gets deleted. This mismatch has bitten us several times now,
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// so we have a kernel of the WaitableEvent, which is reference counted.
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// WaitableEventWatchers may then take a reference and thus match the Windows
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// behaviour.
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struct WaitableEventKernel :
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public RefCountedThreadSafe<WaitableEventKernel> {
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public:
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WaitableEventKernel(ResetPolicy reset_policy, InitialState initial_state);
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bool Dequeue(Waiter* waiter, void* tag);
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base::Lock lock_;
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const bool manual_reset_;
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bool signaled_;
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std::list<Waiter*> waiters_;
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private:
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friend class RefCountedThreadSafe<WaitableEventKernel>;
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~WaitableEventKernel();
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};
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typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex;
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// When dealing with arrays of WaitableEvent*, we want to sort by the address
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// of the WaitableEvent in order to have a globally consistent locking order.
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// In that case we keep them, in sorted order, in an array of pairs where the
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// second element is the index of the WaitableEvent in the original,
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// unsorted, array.
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static size_t EnqueueMany(WaiterAndIndex* waitables,
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size_t count, Waiter* waiter);
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bool SignalAll();
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bool SignalOne();
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void Enqueue(Waiter* waiter);
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scoped_refptr<WaitableEventKernel> kernel_;
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#endif
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DISALLOW_COPY_AND_ASSIGN(WaitableEvent);
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};
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} // namespace base
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#endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
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