1 // Copyright (c) 2012 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 #ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ 6 #define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ 7 8 #include <stddef.h> 9 10 #include "base/base_export.h" 11 #include "base/macros.h" 12 #include "build/build_config.h" 13 14 #if defined(OS_WIN) 15 #include "base/win/scoped_handle.h" 16 #endif 17 18 #if defined(OS_POSIX) 19 #include <list> 20 #include <utility> 21 #include "base/memory/ref_counted.h" 22 #include "base/synchronization/lock.h" 23 #endif 24 25 namespace base { 26 27 class TimeDelta; 28 29 // A WaitableEvent can be a useful thread synchronization tool when you want to 30 // allow one thread to wait for another thread to finish some work. For 31 // non-Windows systems, this can only be used from within a single address 32 // space. 33 // 34 // Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to 35 // protect a simple boolean value. However, if you find yourself using a 36 // WaitableEvent in conjunction with a Lock to wait for a more complex state 37 // change (e.g., for an item to be added to a queue), then you should probably 38 // be using a ConditionVariable instead of a WaitableEvent. 39 // 40 // NOTE: On Windows, this class provides a subset of the functionality afforded 41 // by a Windows event object. This is intentional. If you are writing Windows 42 // specific code and you need other features of a Windows event, then you might 43 // be better off just using an Windows event directly. 44 class BASE_EXPORT WaitableEvent { 45 public: 46 // Indicates whether a WaitableEvent should automatically reset the event 47 // state after a single waiting thread has been released or remain signaled 48 // until Reset() is manually invoked. 49 enum class ResetPolicy { MANUAL, AUTOMATIC }; 50 51 // Indicates whether a new WaitableEvent should start in a signaled state or 52 // not. 53 enum class InitialState { SIGNALED, NOT_SIGNALED }; 54 55 // Constructs a WaitableEvent with policy and initial state as detailed in 56 // the above enums. 57 WaitableEvent(ResetPolicy reset_policy, InitialState initial_state); 58 59 #if defined(OS_WIN) 60 // Create a WaitableEvent from an Event HANDLE which has already been 61 // created. This objects takes ownership of the HANDLE and will close it when 62 // deleted. 63 explicit WaitableEvent(win::ScopedHandle event_handle); 64 #endif 65 66 ~WaitableEvent(); 67 68 // Put the event in the un-signaled state. 69 void Reset(); 70 71 // Put the event in the signaled state. Causing any thread blocked on Wait 72 // to be woken up. 73 void Signal(); 74 75 // Returns true if the event is in the signaled state, else false. If this 76 // is not a manual reset event, then this test will cause a reset. 77 bool IsSignaled(); 78 79 // Wait indefinitely for the event to be signaled. Wait's return "happens 80 // after" |Signal| has completed. This means that it's safe for a 81 // WaitableEvent to synchronise its own destruction, like this: 82 // 83 // WaitableEvent *e = new WaitableEvent; 84 // SendToOtherThread(e); 85 // e->Wait(); 86 // delete e; 87 void Wait(); 88 89 // Wait up until max_time has passed for the event to be signaled. Returns 90 // true if the event was signaled. If this method returns false, then it 91 // does not necessarily mean that max_time was exceeded. 92 // 93 // TimedWait can synchronise its own destruction like |Wait|. 94 bool TimedWait(const TimeDelta& max_time); 95 96 #if defined(OS_WIN) handle()97 HANDLE handle() const { return handle_.Get(); } 98 #endif 99 100 // Wait, synchronously, on multiple events. 101 // waitables: an array of WaitableEvent pointers 102 // count: the number of elements in @waitables 103 // 104 // returns: the index of a WaitableEvent which has been signaled. 105 // 106 // You MUST NOT delete any of the WaitableEvent objects while this wait is 107 // happening, however WaitMany's return "happens after" the |Signal| call 108 // that caused it has completed, like |Wait|. 109 static size_t WaitMany(WaitableEvent** waitables, size_t count); 110 111 // For asynchronous waiting, see WaitableEventWatcher 112 113 // This is a private helper class. It's here because it's used by friends of 114 // this class (such as WaitableEventWatcher) to be able to enqueue elements 115 // of the wait-list 116 class Waiter { 117 public: 118 // Signal the waiter to wake up. 119 // 120 // Consider the case of a Waiter which is in multiple WaitableEvent's 121 // wait-lists. Each WaitableEvent is automatic-reset and two of them are 122 // signaled at the same time. Now, each will wake only the first waiter in 123 // the wake-list before resetting. However, if those two waiters happen to 124 // be the same object (as can happen if another thread didn't have a chance 125 // to dequeue the waiter from the other wait-list in time), two auto-resets 126 // will have happened, but only one waiter has been signaled! 127 // 128 // Because of this, a Waiter may "reject" a wake by returning false. In 129 // this case, the auto-reset WaitableEvent shouldn't act as if anything has 130 // been notified. 131 virtual bool Fire(WaitableEvent* signaling_event) = 0; 132 133 // Waiters may implement this in order to provide an extra condition for 134 // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the 135 // pointers match then this function is called as a final check. See the 136 // comments in ~Handle for why. 137 virtual bool Compare(void* tag) = 0; 138 139 protected: ~Waiter()140 virtual ~Waiter() {} 141 }; 142 143 private: 144 friend class WaitableEventWatcher; 145 146 #if defined(OS_WIN) 147 win::ScopedHandle handle_; 148 #else 149 // On Windows, one can close a HANDLE which is currently being waited on. The 150 // MSDN documentation says that the resulting behaviour is 'undefined', but 151 // it doesn't crash. However, if we were to include the following members 152 // directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an 153 // event which gets deleted. This mismatch has bitten us several times now, 154 // so we have a kernel of the WaitableEvent, which is reference counted. 155 // WaitableEventWatchers may then take a reference and thus match the Windows 156 // behaviour. 157 struct WaitableEventKernel : 158 public RefCountedThreadSafe<WaitableEventKernel> { 159 public: 160 WaitableEventKernel(ResetPolicy reset_policy, InitialState initial_state); 161 162 bool Dequeue(Waiter* waiter, void* tag); 163 164 base::Lock lock_; 165 const bool manual_reset_; 166 bool signaled_; 167 std::list<Waiter*> waiters_; 168 169 private: 170 friend class RefCountedThreadSafe<WaitableEventKernel>; 171 ~WaitableEventKernel(); 172 }; 173 174 typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex; 175 176 // When dealing with arrays of WaitableEvent*, we want to sort by the address 177 // of the WaitableEvent in order to have a globally consistent locking order. 178 // In that case we keep them, in sorted order, in an array of pairs where the 179 // second element is the index of the WaitableEvent in the original, 180 // unsorted, array. 181 static size_t EnqueueMany(WaiterAndIndex* waitables, 182 size_t count, Waiter* waiter); 183 184 bool SignalAll(); 185 bool SignalOne(); 186 void Enqueue(Waiter* waiter); 187 188 scoped_refptr<WaitableEventKernel> kernel_; 189 #endif 190 191 DISALLOW_COPY_AND_ASSIGN(WaitableEvent); 192 }; 193 194 } // namespace base 195 196 #endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_ 197