naiveproxy/base/threading/simple_thread.h

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2018-12-10 05:59:24 +03:00
// 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.
// WARNING: You should probably be using Thread (thread.h) instead. Thread is
// Chrome's message-loop based Thread abstraction, and if you are a
// thread running in the browser, there will likely be assumptions
// that your thread will have an associated message loop.
//
// This is a simple thread interface that backs to a native operating system
// thread. You should use this only when you want a thread that does not have
// an associated MessageLoop. Unittesting is the best example of this.
//
// The simplest interface to use is DelegateSimpleThread, which will create
// a new thread, and execute the Delegate's virtual Run() in this new thread
// until it has completed, exiting the thread.
//
// NOTE: You *MUST* call Join on the thread to clean up the underlying thread
// resources. You are also responsible for destructing the SimpleThread object.
// It is invalid to destroy a SimpleThread while it is running, or without
// Start() having been called (and a thread never created). The Delegate
// object should live as long as a DelegateSimpleThread.
//
// Thread Safety: A SimpleThread is not completely thread safe. It is safe to
// access it from the creating thread or from the newly created thread. This
// implies that the creator thread should be the thread that calls Join.
//
// Example:
// class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
// MyThreadRunner runner;
// DelegateSimpleThread thread(&runner, "good_name_here");
// thread.Start();
// // Start will return after the Thread has been successfully started and
// // initialized. The newly created thread will invoke runner->Run(), and
// // run until it returns.
// thread.Join(); // Wait until the thread has exited. You *MUST* Join!
// // The SimpleThread object is still valid, however you may not call Join
// // or Start again.
#ifndef BASE_THREADING_SIMPLE_THREAD_H_
#define BASE_THREADING_SIMPLE_THREAD_H_
#include <stddef.h>
#include <string>
#include <vector>
#include "base/base_export.h"
#include "base/compiler_specific.h"
#include "base/containers/queue.h"
#include "base/macros.h"
#include "base/synchronization/lock.h"
#include "base/synchronization/waitable_event.h"
#include "base/threading/platform_thread.h"
namespace base {
// This is the base SimpleThread. You can derive from it and implement the
// virtual Run method, or you can use the DelegateSimpleThread interface.
class BASE_EXPORT SimpleThread : public PlatformThread::Delegate {
public:
struct BASE_EXPORT Options {
public:
Options() = default;
explicit Options(ThreadPriority priority_in) : priority(priority_in) {}
~Options() = default;
// Allow copies.
Options(const Options& other) = default;
Options& operator=(const Options& other) = default;
// A custom stack size, or 0 for the system default.
size_t stack_size = 0;
ThreadPriority priority = ThreadPriority::NORMAL;
// If false, the underlying thread's PlatformThreadHandle will not be kept
// around and as such the SimpleThread instance will not be Join()able and
// must not be deleted before Run() is invoked. After that, it's up to
// the subclass to determine when it is safe to delete itself.
bool joinable = true;
};
// Create a SimpleThread. |options| should be used to manage any specific
// configuration involving the thread creation and management.
// Every thread has a name, in the form of |name_prefix|/TID, for example
// "my_thread/321". The thread will not be created until Start() is called.
explicit SimpleThread(const std::string& name_prefix);
SimpleThread(const std::string& name_prefix, const Options& options);
~SimpleThread() override;
// Starts the thread and returns only after the thread has started and
// initialized (i.e. ThreadMain() has been called).
void Start();
// Joins the thread. If StartAsync() was used to start the thread, then this
// first waits for the thread to start cleanly, then it joins.
void Join();
// Starts the thread, but returns immediately, without waiting for the thread
// to have initialized first (i.e. this does not wait for ThreadMain() to have
// been run first).
void StartAsync();
// Subclasses should override the Run method.
virtual void Run() = 0;
// Returns the thread id, only valid after the thread has started. If the
// thread was started using Start(), then this will be valid after the call to
// Start(). If StartAsync() was used to start the thread, then this must not
// be called before HasBeenStarted() returns True.
PlatformThreadId tid();
// Returns True if the thread has been started and initialized (i.e. if
// ThreadMain() has run). If the thread was started with StartAsync(), but it
// hasn't been initialized yet (i.e. ThreadMain() has not run), then this will
// return False.
bool HasBeenStarted();
// Returns True if Join() has ever been called.
bool HasBeenJoined() { return joined_; }
// Returns true if Start() or StartAsync() has been called.
bool HasStartBeenAttempted() { return start_called_; }
// Overridden from PlatformThread::Delegate:
void ThreadMain() override;
private:
// This is called just before the thread is started. This is called regardless
// of whether Start() or StartAsync() is used to start the thread.
virtual void BeforeStart() {}
// This is called just after the thread has been initialized and just before
// Run() is called. This is called on the newly started thread.
virtual void BeforeRun() {}
// This is called just before the thread is joined. The thread is started and
// has been initialized before this is called.
virtual void BeforeJoin() {}
const std::string name_prefix_;
std::string name_;
const Options options_;
PlatformThreadHandle thread_; // PlatformThread handle, reset after Join.
WaitableEvent event_; // Signaled if Start() was ever called.
PlatformThreadId tid_ = kInvalidThreadId; // The backing thread's id.
bool joined_ = false; // True if Join has been called.
// Set to true when the platform-thread creation has started.
bool start_called_ = false;
DISALLOW_COPY_AND_ASSIGN(SimpleThread);
};
// A SimpleThread which delegates Run() to its Delegate. Non-joinable
// DelegateSimpleThread are safe to delete after Run() was invoked, their
// Delegates are also safe to delete after that point from this class' point of
// view (although implementations must of course make sure that Run() will not
// use their Delegate's member state after its deletion).
class BASE_EXPORT DelegateSimpleThread : public SimpleThread {
public:
class BASE_EXPORT Delegate {
public:
virtual ~Delegate() = default;
virtual void Run() = 0;
};
DelegateSimpleThread(Delegate* delegate,
const std::string& name_prefix);
DelegateSimpleThread(Delegate* delegate,
const std::string& name_prefix,
const Options& options);
~DelegateSimpleThread() override;
void Run() override;
private:
Delegate* delegate_;
DISALLOW_COPY_AND_ASSIGN(DelegateSimpleThread);
};
// DelegateSimpleThreadPool allows you to start up a fixed number of threads,
// and then add jobs which will be dispatched to the threads. This is
// convenient when you have a lot of small work that you want done
// multi-threaded, but don't want to spawn a thread for each small bit of work.
//
// You just call AddWork() to add a delegate to the list of work to be done.
// JoinAll() will make sure that all outstanding work is processed, and wait
// for everything to finish. You can reuse a pool, so you can call Start()
// again after you've called JoinAll().
class BASE_EXPORT DelegateSimpleThreadPool
: public DelegateSimpleThread::Delegate {
public:
typedef DelegateSimpleThread::Delegate Delegate;
DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
~DelegateSimpleThreadPool() override;
// Start up all of the underlying threads, and start processing work if we
// have any.
void Start();
// Make sure all outstanding work is finished, and wait for and destroy all
// of the underlying threads in the pool.
void JoinAll();
// It is safe to AddWork() any time, before or after Start().
// Delegate* should always be a valid pointer, NULL is reserved internally.
void AddWork(Delegate* work, int repeat_count);
void AddWork(Delegate* work) {
AddWork(work, 1);
}
// We implement the Delegate interface, for running our internal threads.
void Run() override;
private:
const std::string name_prefix_;
int num_threads_;
std::vector<DelegateSimpleThread*> threads_;
base::queue<Delegate*> delegates_;
base::Lock lock_; // Locks delegates_
WaitableEvent dry_; // Not signaled when there is no work to do.
DISALLOW_COPY_AND_ASSIGN(DelegateSimpleThreadPool);
};
} // namespace base
#endif // BASE_THREADING_SIMPLE_THREAD_H_