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 43 #include <string> 44 #include <queue> 45 #include <vector> 46 47 #include "base/base_export.h" 48 #include "base/basictypes.h" 49 #include "base/compiler_specific.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_EXPORT SimpleThread : public PlatformThread::Delegate { 59 public: 60 class BASE_EXPORT 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. 99 bool HasBeenStarted(); 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() OVERRIDE; 106 107 // Only set priorities with a careful understanding of the consequences. 108 // This is meant for very limited use cases. SetThreadPriority(ThreadPriority priority)109 void SetThreadPriority(ThreadPriority priority) { 110 PlatformThread::SetThreadPriority(thread_, priority); 111 } 112 113 private: 114 const std::string name_prefix_; 115 std::string name_; 116 const Options options_; 117 PlatformThreadHandle thread_; // PlatformThread handle, invalid after Join! 118 WaitableEvent event_; // Signaled if Start() was ever called. 119 PlatformThreadId tid_; // The backing thread's id. 120 bool joined_; // True if Join has been called. 121 }; 122 123 class BASE_EXPORT DelegateSimpleThread : public SimpleThread { 124 public: 125 class BASE_EXPORT Delegate { 126 public: Delegate()127 Delegate() { } ~Delegate()128 virtual ~Delegate() { } 129 virtual void Run() = 0; 130 }; 131 132 DelegateSimpleThread(Delegate* delegate, 133 const std::string& name_prefix); 134 DelegateSimpleThread(Delegate* delegate, 135 const std::string& name_prefix, 136 const Options& options); 137 138 virtual ~DelegateSimpleThread(); 139 virtual void Run() OVERRIDE; 140 private: 141 Delegate* delegate_; 142 }; 143 144 // DelegateSimpleThreadPool allows you to start up a fixed number of threads, 145 // and then add jobs which will be dispatched to the threads. This is 146 // convenient when you have a lot of small work that you want done 147 // multi-threaded, but don't want to spawn a thread for each small bit of work. 148 // 149 // You just call AddWork() to add a delegate to the list of work to be done. 150 // JoinAll() will make sure that all outstanding work is processed, and wait 151 // for everything to finish. You can reuse a pool, so you can call Start() 152 // again after you've called JoinAll(). 153 class BASE_EXPORT DelegateSimpleThreadPool 154 : public DelegateSimpleThread::Delegate { 155 public: 156 typedef DelegateSimpleThread::Delegate Delegate; 157 158 DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads); 159 virtual ~DelegateSimpleThreadPool(); 160 161 // Start up all of the underlying threads, and start processing work if we 162 // have any. 163 void Start(); 164 165 // Make sure all outstanding work is finished, and wait for and destroy all 166 // of the underlying threads in the pool. 167 void JoinAll(); 168 169 // It is safe to AddWork() any time, before or after Start(). 170 // Delegate* should always be a valid pointer, NULL is reserved internally. 171 void AddWork(Delegate* work, int repeat_count); AddWork(Delegate * work)172 void AddWork(Delegate* work) { 173 AddWork(work, 1); 174 } 175 176 // We implement the Delegate interface, for running our internal threads. 177 virtual void Run() OVERRIDE; 178 179 private: 180 const std::string name_prefix_; 181 int num_threads_; 182 std::vector<DelegateSimpleThread*> threads_; 183 std::queue<Delegate*> delegates_; 184 base::Lock lock_; // Locks delegates_ 185 WaitableEvent dry_; // Not signaled when there is no work to do. 186 }; 187 188 } // namespace base 189 190 #endif // BASE_THREADING_SIMPLE_THREAD_H_ 191