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132 lines
4.6 KiB
C++
132 lines
4.6 KiB
C++
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef BASE_WIN_OBJECT_WATCHER_H_
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#define BASE_WIN_OBJECT_WATCHER_H_
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#include <windows.h>
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#include "base/base_export.h"
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#include "base/callback.h"
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#include "base/macros.h"
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#include "base/memory/ref_counted.h"
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#include "base/memory/weak_ptr.h"
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#include "base/sequenced_task_runner.h"
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namespace base {
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namespace win {
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// A class that provides a means to asynchronously wait for a Windows object to
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// become signaled. It is an abstraction around RegisterWaitForSingleObject
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// that provides a notification callback, OnObjectSignaled, that runs back on
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// the origin sequence (i.e., the sequence that called StartWatching).
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//
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// This class acts like a smart pointer such that when it goes out-of-scope,
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// UnregisterWaitEx is automatically called, and any in-flight notification is
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// suppressed.
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//
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// The waiting handle MUST NOT be closed while watching is in progress. If this
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// handle is closed while the wait is still pending, the behavior is undefined
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// (see MSDN:RegisterWaitForSingleObject).
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//
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// Typical usage:
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//
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// class MyClass : public base::win::ObjectWatcher::Delegate {
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// public:
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// void DoStuffWhenSignaled(HANDLE object) {
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// watcher_.StartWatchingOnce(object, this);
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// }
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// void OnObjectSignaled(HANDLE object) override {
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// // OK, time to do stuff!
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// }
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// private:
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// base::win::ObjectWatcher watcher_;
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// };
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//
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// In the above example, MyClass wants to "do stuff" when object becomes
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// signaled. ObjectWatcher makes this task easy. When MyClass goes out of
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// scope, the watcher_ will be destroyed, and there is no need to worry about
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// OnObjectSignaled being called on a deleted MyClass pointer. Easy!
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// If the object is already signaled before being watched, OnObjectSignaled is
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// still called after (but not necessarily immediately after) watch is started.
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//
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// NOTE: Except for the constructor, all public methods of this class must be
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// called in sequence, in a scope where SequencedTaskRunnerHandle::IsSet().
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class BASE_EXPORT ObjectWatcher {
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public:
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class BASE_EXPORT Delegate {
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public:
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virtual ~Delegate() {}
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// Called from the sequence that started the watch when a signaled object is
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// detected. To continue watching the object, StartWatching must be called
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// again.
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virtual void OnObjectSignaled(HANDLE object) = 0;
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};
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ObjectWatcher();
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~ObjectWatcher();
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// When the object is signaled, the given delegate is notified on the sequence
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// where StartWatchingOnce is called. The ObjectWatcher is not responsible for
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// deleting the delegate.
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// Returns whether watching was successfully initiated.
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bool StartWatchingOnce(HANDLE object, Delegate* delegate);
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// Notifies the delegate, on the sequence where this method is called, each
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// time the object is set. By definition, the handle must be an auto-reset
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// object. The caller must ensure that it (or any Windows system code) doesn't
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// reset the event or else the delegate won't be called.
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// Returns whether watching was successfully initiated.
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bool StartWatchingMultipleTimes(HANDLE object, Delegate* delegate);
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// Stops watching. Does nothing if the watch has already completed. If the
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// watch is still active, then it is canceled, and the associated delegate is
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// not notified.
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//
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// Returns true if the watch was canceled. Otherwise, false is returned.
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bool StopWatching();
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// Returns true if currently watching an object.
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bool IsWatching() const;
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// Returns the handle of the object being watched.
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HANDLE GetWatchedObject() const;
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private:
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// Called on a background thread when done waiting.
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static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
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// Helper used by StartWatchingOnce and StartWatchingMultipleTimes.
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bool StartWatchingInternal(HANDLE object, Delegate* delegate,
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bool execute_only_once);
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void Signal(Delegate* delegate);
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void Reset();
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// A callback pre-bound to Signal() that is posted to the caller's task runner
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// when the wait completes.
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Closure callback_;
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// The object being watched.
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HANDLE object_ = nullptr;
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// The wait handle returned by RegisterWaitForSingleObject.
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HANDLE wait_object_ = nullptr;
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// The task runner of the sequence on which the watch was started.
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scoped_refptr<SequencedTaskRunner> task_runner_;
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bool run_once_ = true;
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WeakPtrFactory<ObjectWatcher> weak_factory_;
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DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
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};
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} // namespace win
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} // namespace base
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#endif // BASE_WIN_OBJECT_WATCHER_H_
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