mirror of
https://github.com/klzgrad/naiveproxy.git
synced 2024-11-24 06:16:30 +03:00
132 lines
4.6 KiB
C
132 lines
4.6 KiB
C
|
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
||
|
// Use of this source code is governed by a BSD-style license that can be
|
||
|
// found in the LICENSE file.
|
||
|
|
||
|
#ifndef BASE_WIN_OBJECT_WATCHER_H_
|
||
|
#define BASE_WIN_OBJECT_WATCHER_H_
|
||
|
|
||
|
#include <windows.h>
|
||
|
|
||
|
#include "base/base_export.h"
|
||
|
#include "base/callback.h"
|
||
|
#include "base/macros.h"
|
||
|
#include "base/memory/ref_counted.h"
|
||
|
#include "base/memory/weak_ptr.h"
|
||
|
#include "base/sequenced_task_runner.h"
|
||
|
|
||
|
namespace base {
|
||
|
namespace win {
|
||
|
|
||
|
// A class that provides a means to asynchronously wait for a Windows object to
|
||
|
// become signaled. It is an abstraction around RegisterWaitForSingleObject
|
||
|
// that provides a notification callback, OnObjectSignaled, that runs back on
|
||
|
// the origin sequence (i.e., the sequence that called StartWatching).
|
||
|
//
|
||
|
// This class acts like a smart pointer such that when it goes out-of-scope,
|
||
|
// UnregisterWaitEx is automatically called, and any in-flight notification is
|
||
|
// suppressed.
|
||
|
//
|
||
|
// The waiting handle MUST NOT be closed while watching is in progress. If this
|
||
|
// handle is closed while the wait is still pending, the behavior is undefined
|
||
|
// (see MSDN:RegisterWaitForSingleObject).
|
||
|
//
|
||
|
// Typical usage:
|
||
|
//
|
||
|
// class MyClass : public base::win::ObjectWatcher::Delegate {
|
||
|
// public:
|
||
|
// void DoStuffWhenSignaled(HANDLE object) {
|
||
|
// watcher_.StartWatchingOnce(object, this);
|
||
|
// }
|
||
|
// void OnObjectSignaled(HANDLE object) override {
|
||
|
// // OK, time to do stuff!
|
||
|
// }
|
||
|
// private:
|
||
|
// base::win::ObjectWatcher watcher_;
|
||
|
// };
|
||
|
//
|
||
|
// In the above example, MyClass wants to "do stuff" when object becomes
|
||
|
// signaled. ObjectWatcher makes this task easy. When MyClass goes out of
|
||
|
// scope, the watcher_ will be destroyed, and there is no need to worry about
|
||
|
// OnObjectSignaled being called on a deleted MyClass pointer. Easy!
|
||
|
// If the object is already signaled before being watched, OnObjectSignaled is
|
||
|
// still called after (but not necessarily immediately after) watch is started.
|
||
|
//
|
||
|
// NOTE: Except for the constructor, all public methods of this class must be
|
||
|
// called in sequence, in a scope where SequencedTaskRunnerHandle::IsSet().
|
||
|
class BASE_EXPORT ObjectWatcher {
|
||
|
public:
|
||
|
class BASE_EXPORT Delegate {
|
||
|
public:
|
||
|
virtual ~Delegate() {}
|
||
|
// Called from the sequence that started the watch when a signaled object is
|
||
|
// detected. To continue watching the object, StartWatching must be called
|
||
|
// again.
|
||
|
virtual void OnObjectSignaled(HANDLE object) = 0;
|
||
|
};
|
||
|
|
||
|
ObjectWatcher();
|
||
|
~ObjectWatcher();
|
||
|
|
||
|
// When the object is signaled, the given delegate is notified on the sequence
|
||
|
// where StartWatchingOnce is called. The ObjectWatcher is not responsible for
|
||
|
// deleting the delegate.
|
||
|
// Returns whether watching was successfully initiated.
|
||
|
bool StartWatchingOnce(HANDLE object, Delegate* delegate);
|
||
|
|
||
|
// Notifies the delegate, on the sequence where this method is called, each
|
||
|
// time the object is set. By definition, the handle must be an auto-reset
|
||
|
// object. The caller must ensure that it (or any Windows system code) doesn't
|
||
|
// reset the event or else the delegate won't be called.
|
||
|
// Returns whether watching was successfully initiated.
|
||
|
bool StartWatchingMultipleTimes(HANDLE object, Delegate* delegate);
|
||
|
|
||
|
// Stops watching. Does nothing if the watch has already completed. If the
|
||
|
// watch is still active, then it is canceled, and the associated delegate is
|
||
|
// not notified.
|
||
|
//
|
||
|
// Returns true if the watch was canceled. Otherwise, false is returned.
|
||
|
bool StopWatching();
|
||
|
|
||
|
// Returns true if currently watching an object.
|
||
|
bool IsWatching() const;
|
||
|
|
||
|
// Returns the handle of the object being watched.
|
||
|
HANDLE GetWatchedObject() const;
|
||
|
|
||
|
private:
|
||
|
// Called on a background thread when done waiting.
|
||
|
static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
|
||
|
|
||
|
// Helper used by StartWatchingOnce and StartWatchingMultipleTimes.
|
||
|
bool StartWatchingInternal(HANDLE object, Delegate* delegate,
|
||
|
bool execute_only_once);
|
||
|
|
||
|
void Signal(Delegate* delegate);
|
||
|
|
||
|
void Reset();
|
||
|
|
||
|
// A callback pre-bound to Signal() that is posted to the caller's task runner
|
||
|
// when the wait completes.
|
||
|
Closure callback_;
|
||
|
|
||
|
// The object being watched.
|
||
|
HANDLE object_ = nullptr;
|
||
|
|
||
|
// The wait handle returned by RegisterWaitForSingleObject.
|
||
|
HANDLE wait_object_ = nullptr;
|
||
|
|
||
|
// The task runner of the sequence on which the watch was started.
|
||
|
scoped_refptr<SequencedTaskRunner> task_runner_;
|
||
|
|
||
|
bool run_once_ = true;
|
||
|
|
||
|
WeakPtrFactory<ObjectWatcher> weak_factory_;
|
||
|
|
||
|
DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
|
||
|
};
|
||
|
|
||
|
} // namespace win
|
||
|
} // namespace base
|
||
|
|
||
|
#endif // BASE_WIN_OBJECT_WATCHER_H_
|