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: 62 Options() : stack_size_(0) { } 63 ~Options() { } 64 65 // We use the standard compiler-supplied copy constructor. 66 67 // A custom stack size, or 0 for the system default. 68 void set_stack_size(size_t size) { stack_size_ = 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. 90 std::string name_prefix() { return name_prefix_; } 91 92 // Return the completed name including TID, only valid after Start(). 93 std::string name() { return name_; } 94 95 // Return the thread id, only valid after Start(). 96 PlatformThreadId tid() { return tid_; } 97 98 // Return True if Start() has ever been called. 99 bool HasBeenStarted() { return event_.IsSignaled(); } 100 101 // Return True if Join() has evern been called. 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: 121 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); 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