// 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. // OneShotTimer, RepeatingTimer and RetainingOneShotTimer provide a simple timer // API. As the names suggest, OneShotTimer calls you back once after a time // delay expires. // RepeatingTimer on the other hand calls you back periodically with the // prescribed time interval. // RetainingOneShotTimer doesn't repeat the task itself like OneShotTimer, but // retains the given task after the time out. You can restart it with Reset // again without giving new task to Start. // // All of OneShotTimer, RepeatingTimer and RetainingOneShotTimer cancel the // timer when they go out of scope, which makes it easy to ensure that you do // not get called when your object has gone out of scope. Just instantiate a // timer as a member variable of the class for which you wish to receive timer // events. // // Sample RepeatingTimer usage: // // class MyClass { // public: // void StartDoingStuff() { // timer_.Start(FROM_HERE, TimeDelta::FromSeconds(1), // this, &MyClass::DoStuff); // } // void StopDoingStuff() { // timer_.Stop(); // } // private: // void DoStuff() { // // This method is called every second to do stuff. // ... // } // base::RepeatingTimer timer_; // }; // // Timers also support a Reset method, which allows you to easily defer the // timer event until the timer delay passes once again. So, in the above // example, if 0.5 seconds have already passed, calling Reset on |timer_| // would postpone DoStuff by another 1 second. In other words, Reset is // shorthand for calling Stop and then Start again with the same arguments. // // These APIs are not thread safe. All methods must be called from the same // sequence (not necessarily the construction sequence), except for the // destructor and SetTaskRunner(). // - The destructor may be called from any sequence when the timer is not // running and there is no scheduled task active, i.e. when Start() has never // been called or after AbandonAndStop() has been called. // - SetTaskRunner() may be called from any sequence when the timer is not // running, i.e. when Start() has never been called or Stop() has been called // since the last Start(). // // By default, the scheduled tasks will be run on the same sequence that the // Timer was *started on*, but this can be changed *prior* to Start() via // SetTaskRunner(). #ifndef BASE_TIMER_TIMER_H_ #define BASE_TIMER_TIMER_H_ // IMPORTANT: If you change timer code, make sure that all tests (including // disabled ones) from timer_unittests.cc pass locally. Some are disabled // because they're flaky on the buildbot, but when you run them locally you // should be able to tell the difference. #include #include "base/base_export.h" #include "base/bind.h" #include "base/bind_helpers.h" #include "base/callback.h" #include "base/location.h" #include "base/macros.h" #include "base/sequence_checker_impl.h" #include "base/sequenced_task_runner.h" #include "base/time/time.h" namespace base { class TickClock; namespace internal { class BaseTimerTaskInternal; //----------------------------------------------------------------------------- // This class wraps TaskRunner::PostDelayedTask to manage delayed and repeating // tasks. See meta comment above for thread-safety requirements. // Do not use this class directly. Use one of OneShotTimer, RepeatingTimer or // RetainingOneShotTimer. // class BASE_EXPORT TimerBase { public: // Constructs a timer. Start must be called later to set task info. // If |tick_clock| is provided, it is used instead of TimeTicks::Now() to get // TimeTicks when scheduling tasks. TimerBase(); explicit TimerBase(const TickClock* tick_clock); // Construct a timer with task info. // If |tick_clock| is provided, it is used instead of TimeTicks::Now() to get // TimeTicks when scheduling tasks. TimerBase(const Location& posted_from, TimeDelta delay); TimerBase(const Location& posted_from, TimeDelta delay, const TickClock* tick_clock); virtual ~TimerBase(); // Returns true if the timer is running (i.e., not stopped). bool IsRunning() const; // Returns the current delay for this timer. TimeDelta GetCurrentDelay() const; // Set the task runner on which the task should be scheduled. This method can // only be called before any tasks have been scheduled. If |task_runner| runs // tasks on a different sequence than the sequence owning this Timer, the user // task will be posted to it when the Timer fires (note that this means the // user task can run after ~Timer() and should support that). virtual void SetTaskRunner(scoped_refptr task_runner); // Call this method to stop and cancel the timer. It is a no-op if the timer // is not running. virtual void Stop(); // Stop running task (if any) and abandon scheduled task (if any). void AbandonAndStop() { AbandonScheduledTask(); Stop(); // No more member accesses here: |this| could be deleted at this point. } // Call this method to reset the timer delay. The user task must be set. If // the timer is not running, this will start it by posting a task. virtual void Reset(); const TimeTicks& desired_run_time() const { return desired_run_time_; } protected: virtual void OnStop() = 0; virtual void RunUserTask() = 0; // Returns the current tick count. TimeTicks Now() const; void set_desired_run_time(TimeTicks desired) { desired_run_time_ = desired; } void set_is_running(bool running) { is_running_ = running; } const Location& posted_from() const { return posted_from_; } // The task runner on which the task should be scheduled. If it is null, the // task runner for the current sequence will be used. scoped_refptr task_runner_; // Timer isn't thread-safe and must only be used on its origin sequence // (sequence on which it was started). Once fully Stop()'ed it may be // destroyed or restarted on another sequence. SequenceChecker origin_sequence_checker_; // Allocates a new |scheduled_task_| and posts it on the current sequence with // the given |delay|. |scheduled_task_| must be null. |scheduled_run_time_| // and |desired_run_time_| are reset to Now() + delay. void PostNewScheduledTask(TimeDelta delay); void StartInternal(const Location& posted_from, TimeDelta delay); private: friend class BaseTimerTaskInternal; // Returns the task runner on which the task should be scheduled. If the // corresponding |task_runner_| field is null, the task runner for the current // sequence is returned. scoped_refptr GetTaskRunner(); // Disable |scheduled_task_| and abandon it so that it no longer refers back // to this object. void AbandonScheduledTask(); // Called by BaseTimerTaskInternal when the delayed task fires. void RunScheduledTask(); // When non-null, the |scheduled_task_| was posted to call RunScheduledTask() // at |scheduled_run_time_|. BaseTimerTaskInternal* scheduled_task_; // Location in user code. Location posted_from_; // Delay requested by user. TimeDelta delay_; // The time at which |scheduled_task_| is expected to fire. This time can be a // "zero" TimeTicks if the task must be run immediately. TimeTicks scheduled_run_time_; // The desired run time of |user_task_|. The user may update this at any time, // even if their previous request has not run yet. If |desired_run_time_| is // greater than |scheduled_run_time_|, a continuation task will be posted to // wait for the remaining time. This allows us to reuse the pending task so as // not to flood the delayed queues with orphaned tasks when the user code // excessively Stops and Starts the timer. This time can be a "zero" TimeTicks // if the task must be run immediately. TimeTicks desired_run_time_; // The tick clock used to calculate the run time for scheduled tasks. const TickClock* const tick_clock_; // If true, |user_task_| is scheduled to run sometime in the future. bool is_running_; DISALLOW_COPY_AND_ASSIGN(TimerBase); }; } // namespace internal //----------------------------------------------------------------------------- // A simple, one-shot timer. See usage notes at the top of the file. class BASE_EXPORT OneShotTimer : public internal::TimerBase { public: OneShotTimer(); explicit OneShotTimer(const TickClock* tick_clock); ~OneShotTimer() override; // Start the timer to run at the given |delay| from now. If the timer is // already running, it will be replaced to call the given |user_task|. virtual void Start(const Location& posted_from, TimeDelta delay, OnceClosure user_task); // Start the timer to run at the given |delay| from now. If the timer is // already running, it will be replaced to call a task formed from // |reviewer->*method|. template void Start(const Location& posted_from, TimeDelta delay, Receiver* receiver, void (Receiver::*method)()) { Start(posted_from, delay, BindOnce(method, Unretained(receiver))); } // Run the scheduled task immediately, and stop the timer. The timer needs to // be running. void FireNow(); private: void OnStop() final; void RunUserTask() final; OnceClosure user_task_; DISALLOW_COPY_AND_ASSIGN(OneShotTimer); }; //----------------------------------------------------------------------------- // A simple, repeating timer. See usage notes at the top of the file. class BASE_EXPORT RepeatingTimer : public internal::TimerBase { public: RepeatingTimer(); explicit RepeatingTimer(const TickClock* tick_clock); ~RepeatingTimer() override; RepeatingTimer(const Location& posted_from, TimeDelta delay, RepeatingClosure user_task); RepeatingTimer(const Location& posted_from, TimeDelta delay, RepeatingClosure user_task, const TickClock* tick_clock); // Start the timer to run at the given |delay| from now. If the timer is // already running, it will be replaced to call the given |user_task|. virtual void Start(const Location& posted_from, TimeDelta delay, RepeatingClosure user_task); // Start the timer to run at the given |delay| from now. If the timer is // already running, it will be replaced to call a task formed from // |reviewer->*method|. template void Start(const Location& posted_from, TimeDelta delay, Receiver* receiver, void (Receiver::*method)()) { Start(posted_from, delay, BindRepeating(method, Unretained(receiver))); } const RepeatingClosure& user_task() const { return user_task_; } private: // Mark this final, so that the destructor can call this safely. void OnStop() final; void RunUserTask() override; RepeatingClosure user_task_; DISALLOW_COPY_AND_ASSIGN(RepeatingTimer); }; //----------------------------------------------------------------------------- // A simple, one-shot timer with the retained user task. See usage notes at the // top of the file. class BASE_EXPORT RetainingOneShotTimer : public internal::TimerBase { public: RetainingOneShotTimer(); explicit RetainingOneShotTimer(const TickClock* tick_clock); ~RetainingOneShotTimer() override; RetainingOneShotTimer(const Location& posted_from, TimeDelta delay, RepeatingClosure user_task); RetainingOneShotTimer(const Location& posted_from, TimeDelta delay, RepeatingClosure user_task, const TickClock* tick_clock); // Start the timer to run at the given |delay| from now. If the timer is // already running, it will be replaced to call the given |user_task|. virtual void Start(const Location& posted_from, TimeDelta delay, RepeatingClosure user_task); // Start the timer to run at the given |delay| from now. If the timer is // already running, it will be replaced to call a task formed from // |reviewer->*method|. template void Start(const Location& posted_from, TimeDelta delay, Receiver* receiver, void (Receiver::*method)()) { Start(posted_from, delay, BindRepeating(method, Unretained(receiver))); } const RepeatingClosure& user_task() const { return user_task_; } protected: void set_user_task(const RepeatingClosure& task) { user_task_ = task; } private: // Mark this final, so that the destructor can call this safely. void OnStop() final; void RunUserTask() override; RepeatingClosure user_task_; DISALLOW_COPY_AND_ASSIGN(RetainingOneShotTimer); }; //----------------------------------------------------------------------------- // A Delay timer is like The Button from Lost. Once started, you have to keep // calling Reset otherwise it will call the given method on the sequence it was // initially Reset() from. // // Once created, it is inactive until Reset is called. Once |delay| seconds have // passed since the last call to Reset, the callback is made. Once the callback // has been made, it's inactive until Reset is called again. // // If destroyed, the timeout is canceled and will not occur even if already // inflight. class DelayTimer { public: template DelayTimer(const Location& posted_from, TimeDelta delay, Receiver* receiver, void (Receiver::*method)()) : DelayTimer(posted_from, delay, receiver, method, nullptr) {} template DelayTimer(const Location& posted_from, TimeDelta delay, Receiver* receiver, void (Receiver::*method)(), const TickClock* tick_clock) : timer_(posted_from, delay, BindRepeating(method, Unretained(receiver)), tick_clock) {} void Reset() { timer_.Reset(); } private: RetainingOneShotTimer timer_; DISALLOW_COPY_AND_ASSIGN(DelayTimer); }; } // namespace base #endif // BASE_TIMER_TIMER_H_