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