poco/Foundation/include/Poco/TimedNotificationQueue.h
Vojin Ilic b8d1792fa0 Fix hang in destructor
Consider following situation. A class owns a timer. In destructor of that class we call .cancel() asynchronous on timer before it's destruction.
Now timer is executing cancel in it's own internal thread, while it's doing that destructor of timer is called from owner's destructor. Timer destructor enqueues stop notification. If that enqueue is happening just after while loop from cancel notification, stop notification is gonna be dropped and timer will never stop.
Fix: Add new method in TimedNotificationQueue which will return a notification regardless of the time it needs to be executed.
Get number of pending tasks in the queue. Flush out that many notifications from queue while taking special consideration of pending Stop and Cancel notifications.
Add test for new method in TimedNotificationQueue and fix cancel all tests to actually check if notification got executed.
fixes #3986
2023-04-04 12:08:49 +02:00

154 lines
5.2 KiB
C++

//
// TimedNotificationQueue.h
//
// Library: Foundation
// Package: Notifications
// Module: TimedNotificationQueue
//
// Definition of the TimedNotificationQueue class.
//
// Copyright (c) 2009, Applied Informatics Software Engineering GmbH.
// and Contributors.
//
// SPDX-License-Identifier: BSL-1.0
//
#ifndef Foundation_TimedNotificationQueue_INCLUDED
#define Foundation_TimedNotificationQueue_INCLUDED
#include "Poco/Foundation.h"
#include "Poco/Notification.h"
#include "Poco/Mutex.h"
#include "Poco/Event.h"
#include "Poco/Timestamp.h"
#include "Poco/Clock.h"
#include <map>
namespace Poco {
class Foundation_API TimedNotificationQueue
/// A TimedNotificationQueue object provides a way to implement timed, asynchronous
/// notifications. This is especially useful for sending notifications
/// from one thread to another, for example from a background thread to
/// the main (user interface) thread.
///
/// The TimedNotificationQueue is quite similar to the NotificationQueue class.
/// The only difference to NotificationQueue is that each Notification is tagged
/// with a Timestamp. When inserting a Notification into the queue, the
/// Notification is inserted according to the given Timestamp, with
/// lower Timestamp values being inserted before higher ones.
///
/// Notifications are dequeued in order of their timestamps.
///
/// TimedNotificationQueue has some restrictions regarding multithreaded use.
/// While multiple threads may enqueue notifications, only one thread at a
/// time may dequeue notifications from the queue.
///
/// If two threads try to dequeue a notification simultaneously, the results
/// are undefined.
{
public:
TimedNotificationQueue();
/// Creates the TimedNotificationQueue.
~TimedNotificationQueue();
/// Destroys the TimedNotificationQueue.
void enqueueNotification(Notification::Ptr pNotification, Timestamp timestamp);
/// Enqueues the given notification by adding it to
/// the queue according to the given timestamp.
/// Lower timestamp values are inserted before higher ones.
/// The queue takes ownership of the notification, thus
/// a call like
/// notificationQueue.enqueueNotification(new MyNotification, someTime);
/// does not result in a memory leak.
///
/// The Timestamp is converted to an equivalent Clock value.
void enqueueNotification(Notification::Ptr pNotification, Clock clock);
/// Enqueues the given notification by adding it to
/// the queue according to the given clock value.
/// Lower clock values are inserted before higher ones.
/// The queue takes ownership of the notification, thus
/// a call like
/// notificationQueue.enqueueNotification(new MyNotification, someTime);
/// does not result in a memory leak.
Notification* dequeueNotification();
/// Dequeues the next pending notification with a timestamp
/// less than or equal to the current time.
/// Returns 0 (null) if no notification is available.
/// The caller gains ownership of the notification and
/// is expected to release it when done with it.
///
/// It is highly recommended that the result is immediately
/// assigned to a Notification::Ptr, to avoid potential
/// memory management issues.
Notification* dequeueNextNotification();
/// Dequeues the next notification regardless of timestamp.
/// Returns 0 (null) if no notification is available.
/// The caller gains ownership of the notification and
/// is expected to release it when done with it.
///
/// It is highly recommended that the result is immediately
/// assigned to a Notification::Ptr, to avoid potential
/// memory management issues.
Notification* waitDequeueNotification();
/// Dequeues the next pending notification.
/// If no notification is available, waits for a notification
/// to be enqueued.
/// The caller gains ownership of the notification and
/// is expected to release it when done with it.
///
/// It is highly recommended that the result is immediately
/// assigned to a Notification::Ptr, to avoid potential
/// memory management issues.
Notification* waitDequeueNotification(long milliseconds);
/// Dequeues the next pending notification.
/// If no notification is available, waits for a notification
/// to be enqueued up to the specified time.
/// Returns 0 (null) if no notification is available.
/// The caller gains ownership of the notification and
/// is expected to release it when done with it.
///
/// It is highly recommended that the result is immediately
/// assigned to a Notification::Ptr, to avoid potential
/// memory management issues.
bool empty() const;
/// Returns true iff the queue is empty.
int size() const;
/// Returns the number of notifications in the queue.
void clear();
/// Removes all notifications from the queue.
///
/// Calling clear() while another thread executes one of
/// the dequeue member functions will result in undefined
/// behavior.
protected:
typedef std::multimap<Clock, Notification::Ptr> NfQueue;
Notification::Ptr dequeueOne(NfQueue::iterator& it);
bool wait(Clock::ClockDiff interval);
private:
NfQueue _nfQueue;
Event _nfAvailable;
mutable FastMutex _mutex;
};
} // namespace Poco
#endif // Foundation_TimedNotificationQueue_INCLUDED