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      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 class TimeTicks;
     29 
     30 // A WaitableEvent can be a useful thread synchronization tool when you want to
     31 // allow one thread to wait for another thread to finish some work. For
     32 // non-Windows systems, this can only be used from within a single address
     33 // space.
     34 //
     35 // Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to
     36 // protect a simple boolean value.  However, if you find yourself using a
     37 // WaitableEvent in conjunction with a Lock to wait for a more complex state
     38 // change (e.g., for an item to be added to a queue), then you should probably
     39 // be using a ConditionVariable instead of a WaitableEvent.
     40 //
     41 // NOTE: On Windows, this class provides a subset of the functionality afforded
     42 // by a Windows event object.  This is intentional.  If you are writing Windows
     43 // specific code and you need other features of a Windows event, then you might
     44 // be better off just using an Windows event directly.
     45 class BASE_EXPORT WaitableEvent {
     46  public:
     47   // Indicates whether a WaitableEvent should automatically reset the event
     48   // state after a single waiting thread has been released or remain signaled
     49   // until Reset() is manually invoked.
     50   enum class ResetPolicy { MANUAL, AUTOMATIC };
     51 
     52   // Indicates whether a new WaitableEvent should start in a signaled state or
     53   // not.
     54   enum class InitialState { SIGNALED, NOT_SIGNALED };
     55 
     56   // Constructs a WaitableEvent with policy and initial state as detailed in
     57   // the above enums.
     58   WaitableEvent(ResetPolicy reset_policy, InitialState initial_state);
     59 
     60 #if defined(OS_WIN)
     61   // Create a WaitableEvent from an Event HANDLE which has already been
     62   // created. This objects takes ownership of the HANDLE and will close it when
     63   // deleted.
     64   explicit WaitableEvent(win::ScopedHandle event_handle);
     65 #endif
     66 
     67   ~WaitableEvent();
     68 
     69   // Put the event in the un-signaled state.
     70   void Reset();
     71 
     72   // Put the event in the signaled state.  Causing any thread blocked on Wait
     73   // to be woken up.
     74   void Signal();
     75 
     76   // Returns true if the event is in the signaled state, else false.  If this
     77   // is not a manual reset event, then this test will cause a reset.
     78   bool IsSignaled();
     79 
     80   // Wait indefinitely for the event to be signaled. Wait's return "happens
     81   // after" |Signal| has completed. This means that it's safe for a
     82   // WaitableEvent to synchronise its own destruction, like this:
     83   //
     84   //   WaitableEvent *e = new WaitableEvent;
     85   //   SendToOtherThread(e);
     86   //   e->Wait();
     87   //   delete e;
     88   void Wait();
     89 
     90   // Wait up until wait_delta has passed for the event to be signaled.  Returns
     91   // true if the event was signaled.
     92   //
     93   // TimedWait can synchronise its own destruction like |Wait|.
     94   bool TimedWait(const TimeDelta& wait_delta);
     95 
     96   // Wait up until end_time deadline has passed for the event to be signaled.
     97   // Return true if the event was signaled.
     98   //
     99   // TimedWaitUntil can synchronise its own destruction like |Wait|.
    100   bool TimedWaitUntil(const TimeTicks& end_time);
    101 
    102 #if defined(OS_WIN)
    103   HANDLE handle() const { return handle_.Get(); }
    104 #endif
    105 
    106   // Wait, synchronously, on multiple events.
    107   //   waitables: an array of WaitableEvent pointers
    108   //   count: the number of elements in @waitables
    109   //
    110   // returns: the index of a WaitableEvent which has been signaled.
    111   //
    112   // You MUST NOT delete any of the WaitableEvent objects while this wait is
    113   // happening, however WaitMany's return "happens after" the |Signal| call
    114   // that caused it has completed, like |Wait|.
    115   //
    116   // If more than one WaitableEvent is signaled to unblock WaitMany, the lowest
    117   // index among them is returned.
    118   static size_t WaitMany(WaitableEvent** waitables, size_t count);
    119 
    120   // For asynchronous waiting, see WaitableEventWatcher
    121 
    122   // This is a private helper class. It's here because it's used by friends of
    123   // this class (such as WaitableEventWatcher) to be able to enqueue elements
    124   // of the wait-list
    125   class Waiter {
    126    public:
    127     // Signal the waiter to wake up.
    128     //
    129     // Consider the case of a Waiter which is in multiple WaitableEvent's
    130     // wait-lists. Each WaitableEvent is automatic-reset and two of them are
    131     // signaled at the same time. Now, each will wake only the first waiter in
    132     // the wake-list before resetting. However, if those two waiters happen to
    133     // be the same object (as can happen if another thread didn't have a chance
    134     // to dequeue the waiter from the other wait-list in time), two auto-resets
    135     // will have happened, but only one waiter has been signaled!
    136     //
    137     // Because of this, a Waiter may "reject" a wake by returning false. In
    138     // this case, the auto-reset WaitableEvent shouldn't act as if anything has
    139     // been notified.
    140     virtual bool Fire(WaitableEvent* signaling_event) = 0;
    141 
    142     // Waiters may implement this in order to provide an extra condition for
    143     // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the
    144     // pointers match then this function is called as a final check. See the
    145     // comments in ~Handle for why.
    146     virtual bool Compare(void* tag) = 0;
    147 
    148    protected:
    149     virtual ~Waiter() {}
    150   };
    151 
    152  private:
    153   friend class WaitableEventWatcher;
    154 
    155 #if defined(OS_WIN)
    156   win::ScopedHandle handle_;
    157 #else
    158   // On Windows, one can close a HANDLE which is currently being waited on. The
    159   // MSDN documentation says that the resulting behaviour is 'undefined', but
    160   // it doesn't crash. However, if we were to include the following members
    161   // directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an
    162   // event which gets deleted. This mismatch has bitten us several times now,
    163   // so we have a kernel of the WaitableEvent, which is reference counted.
    164   // WaitableEventWatchers may then take a reference and thus match the Windows
    165   // behaviour.
    166   struct WaitableEventKernel :
    167       public RefCountedThreadSafe<WaitableEventKernel> {
    168    public:
    169     WaitableEventKernel(ResetPolicy reset_policy, InitialState initial_state);
    170 
    171     bool Dequeue(Waiter* waiter, void* tag);
    172 
    173     base::Lock lock_;
    174     const bool manual_reset_;
    175     bool signaled_;
    176     std::list<Waiter*> waiters_;
    177 
    178    private:
    179     friend class RefCountedThreadSafe<WaitableEventKernel>;
    180     ~WaitableEventKernel();
    181   };
    182 
    183   typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex;
    184 
    185   // When dealing with arrays of WaitableEvent*, we want to sort by the address
    186   // of the WaitableEvent in order to have a globally consistent locking order.
    187   // In that case we keep them, in sorted order, in an array of pairs where the
    188   // second element is the index of the WaitableEvent in the original,
    189   // unsorted, array.
    190   static size_t EnqueueMany(WaiterAndIndex* waitables,
    191                             size_t count, Waiter* waiter);
    192 
    193   bool SignalAll();
    194   bool SignalOne();
    195   void Enqueue(Waiter* waiter);
    196 
    197   scoped_refptr<WaitableEventKernel> kernel_;
    198 #endif
    199 
    200   DISALLOW_COPY_AND_ASSIGN(WaitableEvent);
    201 };
    202 
    203 }  // namespace base
    204 
    205 #endif  // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
    206