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245 lines
8.4 KiB
C++
245 lines
8.4 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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// WARNING: You should *NOT* be using this class directly. PlatformThread is
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// the low-level platform-specific abstraction to the OS's threading interface.
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// You should instead be using a message-loop driven Thread, see thread.h.
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#ifndef BASE_THREADING_PLATFORM_THREAD_H_
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#define BASE_THREADING_PLATFORM_THREAD_H_
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#include <stddef.h>
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#include "base/base_export.h"
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#include "base/macros.h"
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#include "base/time/time.h"
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#include "build/build_config.h"
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#if defined(OS_WIN)
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#include <windows.h>
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#elif defined(OS_MACOSX)
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#include <mach/mach_types.h>
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#elif defined(OS_FUCHSIA)
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#include <zircon/types.h>
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#elif defined(OS_POSIX)
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#include <pthread.h>
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#include <unistd.h>
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#endif
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namespace base {
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// Used for logging. Always an integer value.
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#if defined(OS_WIN)
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typedef DWORD PlatformThreadId;
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#elif defined(OS_MACOSX)
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typedef mach_port_t PlatformThreadId;
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#elif defined(OS_FUCHSIA)
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typedef zx_handle_t PlatformThreadId;
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#elif defined(OS_POSIX)
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typedef pid_t PlatformThreadId;
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#endif
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// Used for thread checking and debugging.
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// Meant to be as fast as possible.
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// These are produced by PlatformThread::CurrentRef(), and used to later
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// check if we are on the same thread or not by using ==. These are safe
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// to copy between threads, but can't be copied to another process as they
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// have no meaning there. Also, the internal identifier can be re-used
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// after a thread dies, so a PlatformThreadRef cannot be reliably used
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// to distinguish a new thread from an old, dead thread.
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class PlatformThreadRef {
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public:
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#if defined(OS_WIN)
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typedef DWORD RefType;
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#elif defined(OS_POSIX)
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typedef pthread_t RefType;
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#endif
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PlatformThreadRef()
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: id_(0) {
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}
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explicit PlatformThreadRef(RefType id)
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: id_(id) {
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}
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bool operator==(PlatformThreadRef other) const {
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return id_ == other.id_;
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}
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bool operator!=(PlatformThreadRef other) const { return id_ != other.id_; }
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bool is_null() const {
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return id_ == 0;
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}
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private:
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RefType id_;
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};
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// Used to operate on threads.
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class PlatformThreadHandle {
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public:
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#if defined(OS_WIN)
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typedef void* Handle;
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#elif defined(OS_POSIX)
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typedef pthread_t Handle;
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#endif
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PlatformThreadHandle() : handle_(0) {}
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explicit PlatformThreadHandle(Handle handle) : handle_(handle) {}
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bool is_equal(const PlatformThreadHandle& other) const {
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return handle_ == other.handle_;
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}
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bool is_null() const {
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return !handle_;
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}
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Handle platform_handle() const {
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return handle_;
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}
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private:
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Handle handle_;
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};
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const PlatformThreadId kInvalidThreadId(0);
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// Valid values for priority of Thread::Options and SimpleThread::Options, and
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// SetCurrentThreadPriority(), listed in increasing order of importance.
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enum class ThreadPriority : int {
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// Suitable for threads that shouldn't disrupt high priority work.
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BACKGROUND,
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// Default priority level.
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NORMAL,
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// Suitable for threads which generate data for the display (at ~60Hz).
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DISPLAY,
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// Suitable for low-latency, glitch-resistant audio.
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REALTIME_AUDIO,
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};
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// A namespace for low-level thread functions.
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class BASE_EXPORT PlatformThread {
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public:
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// Implement this interface to run code on a background thread. Your
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// ThreadMain method will be called on the newly created thread.
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class BASE_EXPORT Delegate {
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public:
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virtual void ThreadMain() = 0;
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protected:
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virtual ~Delegate() {}
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};
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// Gets the current thread id, which may be useful for logging purposes.
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static PlatformThreadId CurrentId();
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// Gets the current thread reference, which can be used to check if
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// we're on the right thread quickly.
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static PlatformThreadRef CurrentRef();
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// Get the handle representing the current thread. On Windows, this is a
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// pseudo handle constant which will always represent the thread using it and
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// hence should not be shared with other threads nor be used to differentiate
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// the current thread from another.
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static PlatformThreadHandle CurrentHandle();
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// Yield the current thread so another thread can be scheduled.
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static void YieldCurrentThread();
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// Sleeps for the specified duration.
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static void Sleep(base::TimeDelta duration);
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// Sets the thread name visible to debuggers/tools. This will try to
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// initialize the context for current thread unless it's a WorkerThread.
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static void SetName(const std::string& name);
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// Gets the thread name, if previously set by SetName.
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static const char* GetName();
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// Creates a new thread. The |stack_size| parameter can be 0 to indicate
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// that the default stack size should be used. Upon success,
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// |*thread_handle| will be assigned a handle to the newly created thread,
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// and |delegate|'s ThreadMain method will be executed on the newly created
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// thread.
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// NOTE: When you are done with the thread handle, you must call Join to
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// release system resources associated with the thread. You must ensure that
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// the Delegate object outlives the thread.
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static bool Create(size_t stack_size,
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Delegate* delegate,
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PlatformThreadHandle* thread_handle) {
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return CreateWithPriority(stack_size, delegate, thread_handle,
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ThreadPriority::NORMAL);
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}
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// CreateWithPriority() does the same thing as Create() except the priority of
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// the thread is set based on |priority|.
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static bool CreateWithPriority(size_t stack_size, Delegate* delegate,
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PlatformThreadHandle* thread_handle,
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ThreadPriority priority);
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// CreateNonJoinable() does the same thing as Create() except the thread
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// cannot be Join()'d. Therefore, it also does not output a
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// PlatformThreadHandle.
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static bool CreateNonJoinable(size_t stack_size, Delegate* delegate);
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// CreateNonJoinableWithPriority() does the same thing as CreateNonJoinable()
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// except the priority of the thread is set based on |priority|.
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static bool CreateNonJoinableWithPriority(size_t stack_size,
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Delegate* delegate,
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ThreadPriority priority);
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// Joins with a thread created via the Create function. This function blocks
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// the caller until the designated thread exits. This will invalidate
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// |thread_handle|.
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static void Join(PlatformThreadHandle thread_handle);
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// Detaches and releases the thread handle. The thread is no longer joinable
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// and |thread_handle| is invalidated after this call.
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static void Detach(PlatformThreadHandle thread_handle);
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// Returns true if SetCurrentThreadPriority() can be used to increase the
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// priority of the current thread.
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static bool CanIncreaseCurrentThreadPriority();
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// Toggles the current thread's priority at runtime.
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//
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// A thread may not be able to raise its priority back up after lowering it if
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// the process does not have a proper permission, e.g. CAP_SYS_NICE on Linux.
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// A thread may not be able to lower its priority back down after raising it
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// to REALTIME_AUDIO.
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//
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// This function must not be called from the main thread on Mac. This is to
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// avoid performance regressions (https://crbug.com/601270).
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//
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// Since changing other threads' priority is not permitted in favor of
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// security, this interface is restricted to change only the current thread
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// priority (https://crbug.com/399473).
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static void SetCurrentThreadPriority(ThreadPriority priority);
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static ThreadPriority GetCurrentThreadPriority();
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#if defined(OS_LINUX)
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// Toggles a specific thread's priority at runtime. This can be used to
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// change the priority of a thread in a different process and will fail
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// if the calling process does not have proper permissions. The
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// SetCurrentThreadPriority() function above is preferred in favor of
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// security but on platforms where sandboxed processes are not allowed to
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// change priority this function exists to allow a non-sandboxed process
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// to change the priority of sandboxed threads for improved performance.
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// Warning: Don't use this for a main thread because that will change the
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// whole thread group's (i.e. process) priority.
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static void SetThreadPriority(PlatformThreadId thread_id,
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ThreadPriority priority);
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#endif
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private:
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DISALLOW_IMPLICIT_CONSTRUCTORS(PlatformThread);
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};
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} // namespace base
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#endif // BASE_THREADING_PLATFORM_THREAD_H_
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