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1 // Copyright (c) 2011 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 // WARNING: You should probably be using Thread (thread.h) instead.  Thread is
6 //          Chrome's message-loop based Thread abstraction, and if you are a
7 //          thread running in the browser, there will likely be assumptions
8 //          that your thread will have an associated message loop.
9 //
10 // This is a simple thread interface that backs to a native operating system
11 // thread.  You should use this only when you want a thread that does not have
12 // an associated MessageLoop.  Unittesting is the best example of this.
13 //
14 // The simplest interface to use is DelegateSimpleThread, which will create
15 // a new thread, and execute the Delegate's virtual Run() in this new thread
16 // until it has completed, exiting the thread.
17 //
18 // NOTE: You *MUST* call Join on the thread to clean up the underlying thread
19 // resources.  You are also responsible for destructing the SimpleThread object.
20 // It is invalid to destroy a SimpleThread while it is running, or without
21 // Start() having been called (and a thread never created).  The Delegate
22 // object should live as long as a DelegateSimpleThread.
23 //
24 // Thread Safety: A SimpleThread is not completely thread safe.  It is safe to
25 // access it from the creating thread or from the newly created thread.  This
26 // implies that the creator thread should be the thread that calls Join.
27 //
28 // Example:
29 //   class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
30 //   MyThreadRunner runner;
31 //   DelegateSimpleThread thread(&runner, "good_name_here");
32 //   thread.Start();
33 //   // Start will return after the Thread has been successfully started and
34 //   // initialized.  The newly created thread will invoke runner->Run(), and
35 //   // run until it returns.
36 //   thread.Join();  // Wait until the thread has exited.  You *MUST* Join!
37 //   // The SimpleThread object is still valid, however you may not call Join
38 //   // or Start again.
39 
40 #ifndef BASE_THREADING_SIMPLE_THREAD_H_
41 #define BASE_THREADING_SIMPLE_THREAD_H_
42 #pragma once
43 
44 #include <string>
45 #include <queue>
46 #include <vector>
47 
48 #include "base/base_api.h"
49 #include "base/basictypes.h"
50 #include "base/threading/platform_thread.h"
51 #include "base/synchronization/lock.h"
52 #include "base/synchronization/waitable_event.h"
53 
54 namespace base {
55 
56 // This is the base SimpleThread.  You can derive from it and implement the
57 // virtual Run method, or you can use the DelegateSimpleThread interface.
58 class BASE_API SimpleThread : public PlatformThread::Delegate {
59  public:
60   class BASE_API Options {
61    public:
Options()62     Options() : stack_size_(0) { }
~Options()63     ~Options() { }
64 
65     // We use the standard compiler-supplied copy constructor.
66 
67     // A custom stack size, or 0 for the system default.
set_stack_size(size_t size)68     void set_stack_size(size_t size) { stack_size_ = size; }
stack_size()69     size_t stack_size() const { return stack_size_; }
70    private:
71     size_t stack_size_;
72   };
73 
74   // Create a SimpleThread.  |options| should be used to manage any specific
75   // configuration involving the thread creation and management.
76   // Every thread has a name, in the form of |name_prefix|/TID, for example
77   // "my_thread/321".  The thread will not be created until Start() is called.
78   explicit SimpleThread(const std::string& name_prefix);
79   SimpleThread(const std::string& name_prefix, const Options& options);
80 
81   virtual ~SimpleThread();
82 
83   virtual void Start();
84   virtual void Join();
85 
86   // Subclasses should override the Run method.
87   virtual void Run() = 0;
88 
89   // Return the thread name prefix, or "unnamed" if none was supplied.
name_prefix()90   std::string name_prefix() { return name_prefix_; }
91 
92   // Return the completed name including TID, only valid after Start().
name()93   std::string name() { return name_; }
94 
95   // Return the thread id, only valid after Start().
tid()96   PlatformThreadId tid() { return tid_; }
97 
98   // Return True if Start() has ever been called.
HasBeenStarted()99   bool HasBeenStarted() { return event_.IsSignaled(); }
100 
101   // Return True if Join() has evern been called.
HasBeenJoined()102   bool HasBeenJoined() { return joined_; }
103 
104   // Overridden from PlatformThread::Delegate:
105   virtual void ThreadMain();
106 
107  private:
108   const std::string name_prefix_;
109   std::string name_;
110   const Options options_;
111   PlatformThreadHandle thread_;  // PlatformThread handle, invalid after Join!
112   WaitableEvent event_;          // Signaled if Start() was ever called.
113   PlatformThreadId tid_;         // The backing thread's id.
114   bool joined_;                  // True if Join has been called.
115 };
116 
117 class BASE_API DelegateSimpleThread : public SimpleThread {
118  public:
119   class BASE_API Delegate {
120    public:
Delegate()121     Delegate() { }
~Delegate()122     virtual ~Delegate() { }
123     virtual void Run() = 0;
124   };
125 
126   DelegateSimpleThread(Delegate* delegate,
127                        const std::string& name_prefix);
128   DelegateSimpleThread(Delegate* delegate,
129                        const std::string& name_prefix,
130                        const Options& options);
131 
132   virtual ~DelegateSimpleThread();
133   virtual void Run();
134  private:
135   Delegate* delegate_;
136 };
137 
138 // DelegateSimpleThreadPool allows you to start up a fixed number of threads,
139 // and then add jobs which will be dispatched to the threads.  This is
140 // convenient when you have a lot of small work that you want done
141 // multi-threaded, but don't want to spawn a thread for each small bit of work.
142 //
143 // You just call AddWork() to add a delegate to the list of work to be done.
144 // JoinAll() will make sure that all outstanding work is processed, and wait
145 // for everything to finish.  You can reuse a pool, so you can call Start()
146 // again after you've called JoinAll().
147 class BASE_API DelegateSimpleThreadPool
148     : public DelegateSimpleThread::Delegate {
149  public:
150   typedef DelegateSimpleThread::Delegate Delegate;
151 
152   DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
153   virtual ~DelegateSimpleThreadPool();
154 
155   // Start up all of the underlying threads, and start processing work if we
156   // have any.
157   void Start();
158 
159   // Make sure all outstanding work is finished, and wait for and destroy all
160   // of the underlying threads in the pool.
161   void JoinAll();
162 
163   // It is safe to AddWork() any time, before or after Start().
164   // Delegate* should always be a valid pointer, NULL is reserved internally.
165   void AddWork(Delegate* work, int repeat_count);
AddWork(Delegate * work)166   void AddWork(Delegate* work) {
167     AddWork(work, 1);
168   }
169 
170   // We implement the Delegate interface, for running our internal threads.
171   virtual void Run();
172 
173  private:
174   const std::string name_prefix_;
175   int num_threads_;
176   std::vector<DelegateSimpleThread*> threads_;
177   std::queue<Delegate*> delegates_;
178   base::Lock lock_;            // Locks delegates_
179   WaitableEvent dry_;    // Not signaled when there is no work to do.
180 };
181 
182 }  // namespace base
183 
184 #endif  // BASE_THREADING_SIMPLE_THREAD_H_
185