Home | History | Annotate | Download | only in base
      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.
     66   ~BaseTimer_Helper() {
     67     OrphanDelayedTask();
     68   }
     69 
     70   // Returns true if the timer is running (i.e., not stopped).
     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!
     77   TimeDelta GetCurrentDelay() const {
     78     DCHECK(IsRunning());
     79     return delayed_task_->delay_;
     80   }
     81 
     82  protected:
     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:
     88     explicit TimerTask(TimeDelta delay) : timer_(NULL), delay_(delay) {
     89     }
     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.
    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.
    124   void Stop() {
    125     OrphanDelayedTask();
    126   }
    127 
    128   // Call this method to reset the timer delay of an already running timer.
    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:
    139     TimerTask(TimeDelta delay, Receiver* receiver, ReceiverMethod method)
    140         : BaseTimer_Helper::TimerTask(delay),
    141           receiver_(receiver),
    142           method_(method) {
    143     }
    144 
    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 
    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 
    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.
    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.
    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 
    222   DelayTimer(TimeDelta delay, Receiver* receiver, ReceiverMethod method)
    223       : receiver_(receiver),
    224         method_(method),
    225         delay_(delay) {
    226   }
    227 
    228   void Reset() {
    229     DelayFor(delay_);
    230   }
    231 
    232  private:
    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 
    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