naiveproxy/base/win/object_watcher.cc
2018-08-11 05:35:24 +00:00

124 lines
3.5 KiB
C++

// 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 <windows.h>
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<ObjectWatcher*>(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