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319 lines
10 KiB
C++
319 lines
10 KiB
C++
// Copyright (c) 2012 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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#include "base/threading/platform_thread.h"
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#include <stddef.h>
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#include "base/debug/activity_tracker.h"
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#include "base/debug/alias.h"
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#include "base/debug/profiler.h"
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#include "base/logging.h"
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#include "base/metrics/histogram_macros.h"
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#include "base/strings/utf_string_conversions.h"
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#include "base/threading/thread_id_name_manager.h"
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#include "base/threading/thread_restrictions.h"
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#include "base/win/scoped_handle.h"
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namespace base {
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namespace {
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// The information on how to set the thread name comes from
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// a MSDN article: http://msdn2.microsoft.com/en-us/library/xcb2z8hs.aspx
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const DWORD kVCThreadNameException = 0x406D1388;
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typedef struct tagTHREADNAME_INFO {
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DWORD dwType; // Must be 0x1000.
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LPCSTR szName; // Pointer to name (in user addr space).
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DWORD dwThreadID; // Thread ID (-1=caller thread).
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DWORD dwFlags; // Reserved for future use, must be zero.
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} THREADNAME_INFO;
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// The SetThreadDescription API was brought in version 1607 of Windows 10.
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typedef HRESULT(WINAPI* SetThreadDescription)(HANDLE hThread,
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PCWSTR lpThreadDescription);
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// This function has try handling, so it is separated out of its caller.
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void SetNameInternal(PlatformThreadId thread_id, const char* name) {
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THREADNAME_INFO info;
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info.dwType = 0x1000;
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info.szName = name;
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info.dwThreadID = thread_id;
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info.dwFlags = 0;
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__try {
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RaiseException(kVCThreadNameException, 0, sizeof(info)/sizeof(DWORD),
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reinterpret_cast<DWORD_PTR*>(&info));
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} __except(EXCEPTION_CONTINUE_EXECUTION) {
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}
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}
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struct ThreadParams {
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PlatformThread::Delegate* delegate;
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bool joinable;
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ThreadPriority priority;
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};
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DWORD __stdcall ThreadFunc(void* params) {
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ThreadParams* thread_params = static_cast<ThreadParams*>(params);
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PlatformThread::Delegate* delegate = thread_params->delegate;
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if (!thread_params->joinable)
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base::ThreadRestrictions::SetSingletonAllowed(false);
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if (thread_params->priority != ThreadPriority::NORMAL)
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PlatformThread::SetCurrentThreadPriority(thread_params->priority);
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// Retrieve a copy of the thread handle to use as the key in the
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// thread name mapping.
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PlatformThreadHandle::Handle platform_handle;
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BOOL did_dup = DuplicateHandle(GetCurrentProcess(),
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GetCurrentThread(),
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GetCurrentProcess(),
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&platform_handle,
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0,
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FALSE,
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DUPLICATE_SAME_ACCESS);
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win::ScopedHandle scoped_platform_handle;
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if (did_dup) {
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scoped_platform_handle.Set(platform_handle);
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ThreadIdNameManager::GetInstance()->RegisterThread(
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scoped_platform_handle.Get(),
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PlatformThread::CurrentId());
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}
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delete thread_params;
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delegate->ThreadMain();
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if (did_dup) {
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ThreadIdNameManager::GetInstance()->RemoveName(
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scoped_platform_handle.Get(),
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PlatformThread::CurrentId());
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}
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return 0;
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}
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// CreateThreadInternal() matches PlatformThread::CreateWithPriority(), except
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// that |out_thread_handle| may be nullptr, in which case a non-joinable thread
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// is created.
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bool CreateThreadInternal(size_t stack_size,
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PlatformThread::Delegate* delegate,
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PlatformThreadHandle* out_thread_handle,
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ThreadPriority priority) {
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unsigned int flags = 0;
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if (stack_size > 0) {
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flags = STACK_SIZE_PARAM_IS_A_RESERVATION;
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}
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ThreadParams* params = new ThreadParams;
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params->delegate = delegate;
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params->joinable = out_thread_handle != nullptr;
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params->priority = priority;
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void* thread_handle;
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{
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SCOPED_UMA_HISTOGRAM_TIMER("Windows.CreateThreadTime");
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// Using CreateThread here vs _beginthreadex makes thread creation a bit
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// faster and doesn't require the loader lock to be available. Our code
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// will have to work running on CreateThread() threads anyway, since we run
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// code on the Windows thread pool, etc. For some background on the
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// difference:
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// http://www.microsoft.com/msj/1099/win32/win321099.aspx
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thread_handle =
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::CreateThread(nullptr, stack_size, ThreadFunc, params, flags, nullptr);
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}
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if (!thread_handle) {
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delete params;
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return false;
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}
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if (out_thread_handle)
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*out_thread_handle = PlatformThreadHandle(thread_handle);
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else
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CloseHandle(thread_handle);
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return true;
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}
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} // namespace
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// static
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PlatformThreadId PlatformThread::CurrentId() {
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return ::GetCurrentThreadId();
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}
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// static
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PlatformThreadRef PlatformThread::CurrentRef() {
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return PlatformThreadRef(::GetCurrentThreadId());
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}
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// static
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PlatformThreadHandle PlatformThread::CurrentHandle() {
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return PlatformThreadHandle(::GetCurrentThread());
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}
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// static
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void PlatformThread::YieldCurrentThread() {
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::Sleep(0);
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}
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// static
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void PlatformThread::Sleep(TimeDelta duration) {
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// When measured with a high resolution clock, Sleep() sometimes returns much
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// too early. We may need to call it repeatedly to get the desired duration.
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TimeTicks end = TimeTicks::Now() + duration;
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for (TimeTicks now = TimeTicks::Now(); now < end; now = TimeTicks::Now())
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::Sleep(static_cast<DWORD>((end - now).InMillisecondsRoundedUp()));
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}
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// static
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void PlatformThread::SetName(const std::string& name) {
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ThreadIdNameManager::GetInstance()->SetName(CurrentId(), name);
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// The SetThreadDescription API works even if no debugger is attached.
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auto set_thread_description_func =
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reinterpret_cast<SetThreadDescription>(::GetProcAddress(
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::GetModuleHandle(L"Kernel32.dll"), "SetThreadDescription"));
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if (set_thread_description_func) {
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set_thread_description_func(::GetCurrentThread(),
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base::UTF8ToWide(name).c_str());
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}
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// The debugger needs to be around to catch the name in the exception. If
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// there isn't a debugger, we are just needlessly throwing an exception.
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// If this image file is instrumented, we raise the exception anyway
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// to provide the profiler with human-readable thread names.
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if (!::IsDebuggerPresent() && !base::debug::IsBinaryInstrumented())
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return;
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SetNameInternal(CurrentId(), name.c_str());
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}
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// static
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const char* PlatformThread::GetName() {
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return ThreadIdNameManager::GetInstance()->GetName(CurrentId());
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}
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// static
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bool PlatformThread::CreateWithPriority(size_t stack_size, Delegate* delegate,
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PlatformThreadHandle* thread_handle,
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ThreadPriority priority) {
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DCHECK(thread_handle);
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return CreateThreadInternal(stack_size, delegate, thread_handle, priority);
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}
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// static
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bool PlatformThread::CreateNonJoinable(size_t stack_size, Delegate* delegate) {
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return CreateNonJoinableWithPriority(stack_size, delegate,
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ThreadPriority::NORMAL);
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}
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// static
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bool PlatformThread::CreateNonJoinableWithPriority(size_t stack_size,
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Delegate* delegate,
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ThreadPriority priority) {
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return CreateThreadInternal(stack_size, delegate, nullptr /* non-joinable */,
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priority);
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}
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// static
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void PlatformThread::Join(PlatformThreadHandle thread_handle) {
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DCHECK(thread_handle.platform_handle());
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// TODO(willchan): Enable this check once I can get it to work for Windows
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// shutdown.
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// Joining another thread may block the current thread for a long time, since
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// the thread referred to by |thread_handle| may still be running long-lived /
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// blocking tasks.
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#if 0
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base::ThreadRestrictions::AssertIOAllowed();
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#endif
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DWORD thread_id = 0;
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thread_id = ::GetThreadId(thread_handle.platform_handle());
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DWORD last_error = 0;
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if (!thread_id)
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last_error = ::GetLastError();
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// Record information about the exiting thread in case joining hangs.
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base::debug::Alias(&thread_id);
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base::debug::Alias(&last_error);
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// Record the event that this thread is blocking upon (for hang diagnosis).
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base::debug::ScopedThreadJoinActivity thread_activity(&thread_handle);
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// Wait for the thread to exit. It should already have terminated but make
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// sure this assumption is valid.
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CHECK_EQ(WAIT_OBJECT_0,
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WaitForSingleObject(thread_handle.platform_handle(), INFINITE));
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CloseHandle(thread_handle.platform_handle());
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}
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// static
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void PlatformThread::Detach(PlatformThreadHandle thread_handle) {
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CloseHandle(thread_handle.platform_handle());
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}
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// static
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bool PlatformThread::CanIncreaseCurrentThreadPriority() {
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return true;
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}
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// static
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void PlatformThread::SetCurrentThreadPriority(ThreadPriority priority) {
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int desired_priority = THREAD_PRIORITY_ERROR_RETURN;
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switch (priority) {
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case ThreadPriority::BACKGROUND:
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desired_priority = THREAD_PRIORITY_LOWEST;
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break;
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case ThreadPriority::NORMAL:
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desired_priority = THREAD_PRIORITY_NORMAL;
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break;
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case ThreadPriority::DISPLAY:
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desired_priority = THREAD_PRIORITY_ABOVE_NORMAL;
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break;
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case ThreadPriority::REALTIME_AUDIO:
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desired_priority = THREAD_PRIORITY_TIME_CRITICAL;
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break;
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default:
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NOTREACHED() << "Unknown priority.";
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break;
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}
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DCHECK_NE(desired_priority, THREAD_PRIORITY_ERROR_RETURN);
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#if DCHECK_IS_ON()
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const BOOL success =
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#endif
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::SetThreadPriority(PlatformThread::CurrentHandle().platform_handle(),
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desired_priority);
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DPLOG_IF(ERROR, !success) << "Failed to set thread priority to "
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<< desired_priority;
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}
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// static
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ThreadPriority PlatformThread::GetCurrentThreadPriority() {
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int priority =
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::GetThreadPriority(PlatformThread::CurrentHandle().platform_handle());
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switch (priority) {
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case THREAD_PRIORITY_LOWEST:
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return ThreadPriority::BACKGROUND;
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case THREAD_PRIORITY_NORMAL:
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return ThreadPriority::NORMAL;
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case THREAD_PRIORITY_ABOVE_NORMAL:
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return ThreadPriority::DISPLAY;
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case THREAD_PRIORITY_TIME_CRITICAL:
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return ThreadPriority::REALTIME_AUDIO;
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case THREAD_PRIORITY_ERROR_RETURN:
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DPCHECK(false) << "GetThreadPriority error"; // Falls through.
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default:
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NOTREACHED() << "Unexpected priority: " << priority;
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return ThreadPriority::NORMAL;
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}
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}
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} // namespace base
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