// Copyright (c) 2012 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. #include "base/threading/platform_thread.h" #include #include "base/debug/activity_tracker.h" #include "base/debug/alias.h" #include "base/debug/profiler.h" #include "base/logging.h" #include "base/metrics/histogram_macros.h" #include "base/strings/utf_string_conversions.h" #include "base/threading/thread_id_name_manager.h" #include "base/threading/thread_restrictions.h" #include "base/win/scoped_handle.h" #include namespace base { namespace { // The information on how to set the thread name comes from // a MSDN article: http://msdn2.microsoft.com/en-us/library/xcb2z8hs.aspx const DWORD kVCThreadNameException = 0x406D1388; typedef struct tagTHREADNAME_INFO { DWORD dwType; // Must be 0x1000. LPCSTR szName; // Pointer to name (in user addr space). DWORD dwThreadID; // Thread ID (-1=caller thread). DWORD dwFlags; // Reserved for future use, must be zero. } THREADNAME_INFO; // The SetThreadDescription API was brought in version 1607 of Windows 10. typedef HRESULT(WINAPI* SetThreadDescription)(HANDLE hThread, PCWSTR lpThreadDescription); // This function has try handling, so it is separated out of its caller. void SetNameInternal(PlatformThreadId thread_id, const char* name) { THREADNAME_INFO info; info.dwType = 0x1000; info.szName = name; info.dwThreadID = thread_id; info.dwFlags = 0; __try { RaiseException(kVCThreadNameException, 0, sizeof(info)/sizeof(DWORD), reinterpret_cast(&info)); } __except(EXCEPTION_CONTINUE_EXECUTION) { } } struct ThreadParams { PlatformThread::Delegate* delegate; bool joinable; ThreadPriority priority; }; DWORD __stdcall ThreadFunc(void* params) { ThreadParams* thread_params = static_cast(params); PlatformThread::Delegate* delegate = thread_params->delegate; if (!thread_params->joinable) base::ThreadRestrictions::SetSingletonAllowed(false); if (thread_params->priority != ThreadPriority::NORMAL) PlatformThread::SetCurrentThreadPriority(thread_params->priority); // Retrieve a copy of the thread handle to use as the key in the // thread name mapping. PlatformThreadHandle::Handle platform_handle; BOOL did_dup = DuplicateHandle(GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &platform_handle, 0, FALSE, DUPLICATE_SAME_ACCESS); win::ScopedHandle scoped_platform_handle; if (did_dup) { scoped_platform_handle.Set(platform_handle); ThreadIdNameManager::GetInstance()->RegisterThread( scoped_platform_handle.Get(), PlatformThread::CurrentId()); } delete thread_params; delegate->ThreadMain(); if (did_dup) { ThreadIdNameManager::GetInstance()->RemoveName( scoped_platform_handle.Get(), PlatformThread::CurrentId()); } return 0; } // CreateThreadInternal() matches PlatformThread::CreateWithPriority(), except // that |out_thread_handle| may be nullptr, in which case a non-joinable thread // is created. bool CreateThreadInternal(size_t stack_size, PlatformThread::Delegate* delegate, PlatformThreadHandle* out_thread_handle, ThreadPriority priority) { unsigned int flags = 0; if (stack_size > 0) { flags = STACK_SIZE_PARAM_IS_A_RESERVATION; } ThreadParams* params = new ThreadParams; params->delegate = delegate; params->joinable = out_thread_handle != nullptr; params->priority = priority; void* thread_handle; { SCOPED_UMA_HISTOGRAM_TIMER("Windows.CreateThreadTime"); // Using CreateThread here vs _beginthreadex makes thread creation a bit // faster and doesn't require the loader lock to be available. Our code // will have to work running on CreateThread() threads anyway, since we run // code on the Windows thread pool, etc. For some background on the // difference: // http://www.microsoft.com/msj/1099/win32/win321099.aspx thread_handle = ::CreateThread(nullptr, stack_size, ThreadFunc, params, flags, nullptr); } if (!thread_handle) { delete params; return false; } if (out_thread_handle) *out_thread_handle = PlatformThreadHandle(thread_handle); else CloseHandle(thread_handle); return true; } } // namespace // static PlatformThreadId PlatformThread::CurrentId() { return ::GetCurrentThreadId(); } // static PlatformThreadRef PlatformThread::CurrentRef() { return PlatformThreadRef(::GetCurrentThreadId()); } // static PlatformThreadHandle PlatformThread::CurrentHandle() { return PlatformThreadHandle(::GetCurrentThread()); } // static void PlatformThread::YieldCurrentThread() { ::Sleep(0); } // static void PlatformThread::Sleep(TimeDelta duration) { // When measured with a high resolution clock, Sleep() sometimes returns much // too early. We may need to call it repeatedly to get the desired duration. TimeTicks end = TimeTicks::Now() + duration; for (TimeTicks now = TimeTicks::Now(); now < end; now = TimeTicks::Now()) ::Sleep(static_cast((end - now).InMillisecondsRoundedUp())); } // static void PlatformThread::SetName(const std::string& name) { ThreadIdNameManager::GetInstance()->SetName(name); // The SetThreadDescription API works even if no debugger is attached. auto set_thread_description_func = reinterpret_cast(::GetProcAddress( ::GetModuleHandle(L"Kernel32.dll"), "SetThreadDescription")); if (set_thread_description_func) { set_thread_description_func(::GetCurrentThread(), base::UTF8ToWide(name).c_str()); } // The debugger needs to be around to catch the name in the exception. If // there isn't a debugger, we are just needlessly throwing an exception. if (!::IsDebuggerPresent()) return; SetNameInternal(CurrentId(), name.c_str()); } // static const char* PlatformThread::GetName() { return ThreadIdNameManager::GetInstance()->GetName(CurrentId()); } // static bool PlatformThread::CreateWithPriority(size_t stack_size, Delegate* delegate, PlatformThreadHandle* thread_handle, ThreadPriority priority) { DCHECK(thread_handle); return CreateThreadInternal(stack_size, delegate, thread_handle, priority); } // static bool PlatformThread::CreateNonJoinable(size_t stack_size, Delegate* delegate) { return CreateNonJoinableWithPriority(stack_size, delegate, ThreadPriority::NORMAL); } // static bool PlatformThread::CreateNonJoinableWithPriority(size_t stack_size, Delegate* delegate, ThreadPriority priority) { return CreateThreadInternal(stack_size, delegate, nullptr /* non-joinable */, priority); } // static void PlatformThread::Join(PlatformThreadHandle thread_handle) { DCHECK(thread_handle.platform_handle()); // TODO(willchan): Enable this check once I can get it to work for Windows // shutdown. // Joining another thread may block the current thread for a long time, since // the thread referred to by |thread_handle| may still be running long-lived / // blocking tasks. // AssertBlockingAllowed(); DWORD thread_id = 0; thread_id = ::GetThreadId(thread_handle.platform_handle()); DWORD last_error = 0; if (!thread_id) last_error = ::GetLastError(); // Record information about the exiting thread in case joining hangs. base::debug::Alias(&thread_id); base::debug::Alias(&last_error); // Record the event that this thread is blocking upon (for hang diagnosis). base::debug::ScopedThreadJoinActivity thread_activity(&thread_handle); // Wait for the thread to exit. It should already have terminated but make // sure this assumption is valid. CHECK_EQ(WAIT_OBJECT_0, WaitForSingleObject(thread_handle.platform_handle(), INFINITE)); CloseHandle(thread_handle.platform_handle()); } // static void PlatformThread::Detach(PlatformThreadHandle thread_handle) { CloseHandle(thread_handle.platform_handle()); } // static bool PlatformThread::CanIncreaseCurrentThreadPriority() { return true; } // static void PlatformThread::SetCurrentThreadPriority(ThreadPriority priority) { int desired_priority = THREAD_PRIORITY_ERROR_RETURN; switch (priority) { case ThreadPriority::BACKGROUND: desired_priority = THREAD_PRIORITY_LOWEST; break; case ThreadPriority::NORMAL: desired_priority = THREAD_PRIORITY_NORMAL; break; case ThreadPriority::DISPLAY: desired_priority = THREAD_PRIORITY_ABOVE_NORMAL; break; case ThreadPriority::REALTIME_AUDIO: desired_priority = THREAD_PRIORITY_TIME_CRITICAL; break; default: NOTREACHED() << "Unknown priority."; break; } DCHECK_NE(desired_priority, THREAD_PRIORITY_ERROR_RETURN); #if DCHECK_IS_ON() const BOOL success = #endif ::SetThreadPriority(PlatformThread::CurrentHandle().platform_handle(), desired_priority); DPLOG_IF(ERROR, !success) << "Failed to set thread priority to " << desired_priority; } // static ThreadPriority PlatformThread::GetCurrentThreadPriority() { int priority = ::GetThreadPriority(PlatformThread::CurrentHandle().platform_handle()); switch (priority) { case THREAD_PRIORITY_LOWEST: return ThreadPriority::BACKGROUND; case THREAD_PRIORITY_NORMAL: return ThreadPriority::NORMAL; case THREAD_PRIORITY_ABOVE_NORMAL: return ThreadPriority::DISPLAY; case THREAD_PRIORITY_TIME_CRITICAL: return ThreadPriority::REALTIME_AUDIO; case THREAD_PRIORITY_ERROR_RETURN: DPCHECK(false) << "GetThreadPriority error"; FALLTHROUGH; default: NOTREACHED() << "Unexpected priority: " << priority; return ThreadPriority::NORMAL; } } } // namespace base