// 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/win/object_watcher.h" #include "base/bind.h" #include "base/logging.h" #include "base/threading/sequenced_task_runner_handle.h" #include namespace base { namespace win { //----------------------------------------------------------------------------- ObjectWatcher::ObjectWatcher() : weak_factory_(this) {} ObjectWatcher::~ObjectWatcher() { StopWatching(); } bool ObjectWatcher::StartWatchingOnce(HANDLE object, Delegate* delegate) { return StartWatchingInternal(object, delegate, true); } bool ObjectWatcher::StartWatchingMultipleTimes(HANDLE object, Delegate* delegate) { return StartWatchingInternal(object, delegate, false); } bool ObjectWatcher::StopWatching() { if (!wait_object_) return false; // Make sure ObjectWatcher is used in a sequenced fashion. DCHECK(task_runner_->RunsTasksInCurrentSequence()); // Blocking call to cancel the wait. Any callbacks already in progress will // finish before we return from this call. if (!UnregisterWaitEx(wait_object_, INVALID_HANDLE_VALUE)) { DPLOG(FATAL) << "UnregisterWaitEx failed"; return false; } Reset(); return true; } bool ObjectWatcher::IsWatching() const { return object_ != nullptr; } HANDLE ObjectWatcher::GetWatchedObject() const { return object_; } // static void CALLBACK ObjectWatcher::DoneWaiting(void* param, BOOLEAN timed_out) { DCHECK(!timed_out); // The destructor blocks on any callbacks that are in flight, so we know that // that is always a pointer to a valid ObjectWater. ObjectWatcher* that = static_cast(param); that->task_runner_->PostTask(FROM_HERE, that->callback_); if (that->run_once_) that->callback_.Reset(); } bool ObjectWatcher::StartWatchingInternal(HANDLE object, Delegate* delegate, bool execute_only_once) { DCHECK(delegate); DCHECK(!wait_object_) << "Already watching an object"; DCHECK(SequencedTaskRunnerHandle::IsSet()); task_runner_ = SequencedTaskRunnerHandle::Get(); run_once_ = execute_only_once; // Since our job is to just notice when an object is signaled and report the // result back to this sequence, we can just run on a Windows wait thread. DWORD wait_flags = WT_EXECUTEINWAITTHREAD; if (run_once_) wait_flags |= WT_EXECUTEONLYONCE; // DoneWaiting can be synchronously called from RegisterWaitForSingleObject, // so set up all state now. callback_ = Bind(&ObjectWatcher::Signal, weak_factory_.GetWeakPtr(), delegate); object_ = object; if (!RegisterWaitForSingleObject(&wait_object_, object, DoneWaiting, this, INFINITE, wait_flags)) { DPLOG(FATAL) << "RegisterWaitForSingleObject failed"; Reset(); return false; } return true; } void ObjectWatcher::Signal(Delegate* delegate) { // Signaling the delegate may result in our destruction or a nested call to // StartWatching(). As a result, we save any state we need and clear previous // watcher state before signaling the delegate. HANDLE object = object_; if (run_once_) StopWatching(); delegate->OnObjectSignaled(object); } void ObjectWatcher::Reset() { callback_.Reset(); object_ = nullptr; wait_object_ = nullptr; task_runner_ = nullptr; run_once_ = true; weak_factory_.InvalidateWeakPtrs(); } } // namespace win } // namespace base