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1 // Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 // OneShotTimer and RepeatingTimer provide a simple timer API.  As the names
6 // suggest, OneShotTimer calls you back once after a time delay expires.
7 // RepeatingTimer on the other hand calls you back periodically with the
8 // prescribed time interval.
9 //
10 // OneShotTimer and RepeatingTimer both cancel the timer when they go out of
11 // scope, which makes it easy to ensure that you do not get called when your
12 // object has gone out of scope.  Just instantiate a OneShotTimer or
13 // RepeatingTimer as a member variable of the class for which you wish to
14 // receive timer events.
15 //
16 // Sample RepeatingTimer usage:
17 //
18 //   class MyClass {
19 //    public:
20 //     void StartDoingStuff() {
21 //       timer_.Start(TimeDelta::FromSeconds(1), this, &MyClass::DoStuff);
22 //     }
23 //     void StopDoingStuff() {
24 //       timer_.Stop();
25 //     }
26 //    private:
27 //     void DoStuff() {
28 //       // This method is called every second to do stuff.
29 //       ...
30 //     }
31 //     base::RepeatingTimer<MyClass> timer_;
32 //   };
33 //
34 // Both OneShotTimer and RepeatingTimer also support a Reset method, which
35 // allows you to easily defer the timer event until the timer delay passes once
36 // again.  So, in the above example, if 0.5 seconds have already passed,
37 // calling Reset on timer_ would postpone DoStuff by another 1 second.  In
38 // other words, Reset is shorthand for calling Stop and then Start again with
39 // the same arguments.
40 
41 #ifndef BASE_TIMER_H_
42 #define BASE_TIMER_H_
43 
44 // IMPORTANT: If you change timer code, make sure that all tests (including
45 // disabled ones) from timer_unittests.cc pass locally. Some are disabled
46 // because they're flaky on the buildbot, but when you run them locally you
47 // should be able to tell the difference.
48 
49 #include "base/logging.h"
50 #include "base/task.h"
51 #include "base/time.h"
52 
53 class MessageLoop;
54 
55 namespace base {
56 
57 //-----------------------------------------------------------------------------
58 // This class is an implementation detail of OneShotTimer and RepeatingTimer.
59 // Please do not use this class directly.
60 //
61 // This class exists to share code between BaseTimer<T> template instantiations.
62 //
63 class BaseTimer_Helper {
64  public:
65   // Stops the timer.
~BaseTimer_Helper()66   ~BaseTimer_Helper() {
67     OrphanDelayedTask();
68   }
69 
70   // Returns true if the timer is running (i.e., not stopped).
IsRunning()71   bool IsRunning() const {
72     return delayed_task_ != NULL;
73   }
74 
75   // Returns the current delay for this timer.  May only call this method when
76   // the timer is running!
GetCurrentDelay()77   TimeDelta GetCurrentDelay() const {
78     DCHECK(IsRunning());
79     return delayed_task_->delay_;
80   }
81 
82  protected:
BaseTimer_Helper()83   BaseTimer_Helper() : delayed_task_(NULL) {}
84 
85   // We have access to the timer_ member so we can orphan this task.
86   class TimerTask : public Task {
87    public:
TimerTask(TimeDelta delay)88     explicit TimerTask(TimeDelta delay) : timer_(NULL), delay_(delay) {
89     }
~TimerTask()90     virtual ~TimerTask() {}
91     BaseTimer_Helper* timer_;
92     TimeDelta delay_;
93   };
94 
95   // Used to orphan delayed_task_ so that when it runs it does nothing.
96   void OrphanDelayedTask();
97 
98   // Used to initiated a new delayed task.  This has the side-effect of
99   // orphaning delayed_task_ if it is non-null.
100   void InitiateDelayedTask(TimerTask* timer_task);
101 
102   TimerTask* delayed_task_;
103 
104   DISALLOW_COPY_AND_ASSIGN(BaseTimer_Helper);
105 };
106 
107 //-----------------------------------------------------------------------------
108 // This class is an implementation detail of OneShotTimer and RepeatingTimer.
109 // Please do not use this class directly.
110 template <class Receiver, bool kIsRepeating>
111 class BaseTimer : public BaseTimer_Helper {
112  public:
113   typedef void (Receiver::*ReceiverMethod)();
114 
115   // Call this method to start the timer.  It is an error to call this method
116   // while the timer is already running.
Start(TimeDelta delay,Receiver * receiver,ReceiverMethod method)117   void Start(TimeDelta delay, Receiver* receiver, ReceiverMethod method) {
118     DCHECK(!IsRunning());
119     InitiateDelayedTask(new TimerTask(delay, receiver, method));
120   }
121 
122   // Call this method to stop the timer.  It is a no-op if the timer is not
123   // running.
Stop()124   void Stop() {
125     OrphanDelayedTask();
126   }
127 
128   // Call this method to reset the timer delay of an already running timer.
Reset()129   void Reset() {
130     DCHECK(IsRunning());
131     InitiateDelayedTask(static_cast<TimerTask*>(delayed_task_)->Clone());
132   }
133 
134  private:
135   typedef BaseTimer<Receiver, kIsRepeating> SelfType;
136 
137   class TimerTask : public BaseTimer_Helper::TimerTask {
138    public:
TimerTask(TimeDelta delay,Receiver * receiver,ReceiverMethod method)139     TimerTask(TimeDelta delay, Receiver* receiver, ReceiverMethod method)
140         : BaseTimer_Helper::TimerTask(delay),
141           receiver_(receiver),
142           method_(method) {
143     }
144 
~TimerTask()145     virtual ~TimerTask() {
146       // This task may be getting cleared because the MessageLoop has been
147       // destructed.  If so, don't leave the Timer with a dangling pointer
148       // to this now-defunct task.
149       ClearBaseTimer();
150     }
151 
Run()152     virtual void Run() {
153       if (!timer_)  // timer_ is null if we were orphaned.
154         return;
155       if (kIsRepeating)
156         ResetBaseTimer();
157       else
158         ClearBaseTimer();
159       DispatchToMethod(receiver_, method_, Tuple0());
160     }
161 
Clone()162     TimerTask* Clone() const {
163       return new TimerTask(delay_, receiver_, method_);
164     }
165 
166    private:
167     // Inform the Base that the timer is no longer active.
ClearBaseTimer()168     void ClearBaseTimer() {
169       if (timer_) {
170         SelfType* self = static_cast<SelfType*>(timer_);
171         // It is possible that the Timer has already been reset, and that this
172         // Task is old.  So, if the Timer points to a different task, assume
173         // that the Timer has already taken care of properly setting the task.
174         if (self->delayed_task_ == this)
175           self->delayed_task_ = NULL;
176         // By now the delayed_task_ in the Timer does not point to us anymore.
177         // We should reset our own timer_ because the Timer can not do this
178         // for us in its destructor.
179         timer_ = NULL;
180       }
181     }
182 
183     // Inform the Base that we're resetting the timer.
ResetBaseTimer()184     void ResetBaseTimer() {
185       DCHECK(timer_);
186       DCHECK(kIsRepeating);
187       SelfType* self = static_cast<SelfType*>(timer_);
188       self->Reset();
189     }
190 
191     Receiver* receiver_;
192     ReceiverMethod method_;
193   };
194 };
195 
196 //-----------------------------------------------------------------------------
197 // A simple, one-shot timer.  See usage notes at the top of the file.
198 template <class Receiver>
199 class OneShotTimer : public BaseTimer<Receiver, false> {};
200 
201 //-----------------------------------------------------------------------------
202 // A simple, repeating timer.  See usage notes at the top of the file.
203 template <class Receiver>
204 class RepeatingTimer : public BaseTimer<Receiver, true> {};
205 
206 //-----------------------------------------------------------------------------
207 // A Delay timer is like The Button from Lost. Once started, you have to keep
208 // calling Reset otherwise it will call the given method in the MessageLoop
209 // thread.
210 //
211 // Once created, it is inactive until Reset is called. Once |delay| seconds have
212 // passed since the last call to Reset, the callback is made. Once the callback
213 // has been made, it's inactive until Reset is called again.
214 //
215 // If destroyed, the timeout is canceled and will not occur even if already
216 // inflight.
217 template <class Receiver>
218 class DelayTimer {
219  public:
220   typedef void (Receiver::*ReceiverMethod)();
221 
DelayTimer(TimeDelta delay,Receiver * receiver,ReceiverMethod method)222   DelayTimer(TimeDelta delay, Receiver* receiver, ReceiverMethod method)
223       : receiver_(receiver),
224         method_(method),
225         delay_(delay) {
226   }
227 
Reset()228   void Reset() {
229     DelayFor(delay_);
230   }
231 
232  private:
DelayFor(TimeDelta delay)233   void DelayFor(TimeDelta delay) {
234     trigger_time_ = Time::Now() + delay;
235 
236     // If we already have a timer that will expire at or before the given delay,
237     // then we have nothing more to do now.
238     if (timer_.IsRunning() && timer_.GetCurrentDelay() <= delay)
239       return;
240 
241     // The timer isn't running, or will expire too late, so restart it.
242     timer_.Stop();
243     timer_.Start(delay, this, &DelayTimer<Receiver>::Check);
244   }
245 
Check()246   void Check() {
247     if (trigger_time_.is_null())
248       return;
249 
250     // If we have not waited long enough, then wait some more.
251     const Time now = Time::Now();
252     if (now < trigger_time_) {
253       DelayFor(trigger_time_ - now);
254       return;
255     }
256 
257     (receiver_->*method_)();
258   }
259 
260   Receiver *const receiver_;
261   const ReceiverMethod method_;
262   const TimeDelta delay_;
263 
264   OneShotTimer<DelayTimer<Receiver> > timer_;
265   Time trigger_time_;
266 };
267 
268 }  // namespace base
269 
270 #endif  // BASE_TIMER_H_
271