324 lines
9.4 KiB
C
324 lines
9.4 KiB
C
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/*
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* libjingle
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* Copyright 2004 Google Inc.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef TALK_BASE_THREAD_H_
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#define TALK_BASE_THREAD_H_
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#include <algorithm>
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#include <list>
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#include <string>
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#include <vector>
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#ifdef POSIX
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#include <pthread.h>
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#endif
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#include "talk/base/constructormagic.h"
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#include "talk/base/messagequeue.h"
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#ifdef WIN32
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#include "talk/base/win32.h"
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#endif
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namespace talk_base {
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class Thread;
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class ThreadManager {
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public:
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ThreadManager();
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~ThreadManager();
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static ThreadManager* Instance();
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Thread* CurrentThread();
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void SetCurrentThread(Thread* thread);
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// Returns a thread object with its thread_ ivar set
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// to whatever the OS uses to represent the thread.
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// If there already *is* a Thread object corresponding to this thread,
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// this method will return that. Otherwise it creates a new Thread
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// object whose wrapped() method will return true, and whose
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// handle will, on Win32, be opened with only synchronization privileges -
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// if you need more privilegs, rather than changing this method, please
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// write additional code to adjust the privileges, or call a different
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// factory method of your own devising, because this one gets used in
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// unexpected contexts (like inside browser plugins) and it would be a
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// shame to break it. It is also conceivable on Win32 that we won't even
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// be able to get synchronization privileges, in which case the result
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// will have a NULL handle.
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Thread *WrapCurrentThread();
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void UnwrapCurrentThread();
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private:
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#ifdef POSIX
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pthread_key_t key_;
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#endif
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#ifdef WIN32
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DWORD key_;
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#endif
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DISALLOW_COPY_AND_ASSIGN(ThreadManager);
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};
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struct _SendMessage {
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_SendMessage() {}
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Thread *thread;
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Message msg;
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bool *ready;
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};
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enum ThreadPriority {
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PRIORITY_IDLE = -1,
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PRIORITY_NORMAL = 0,
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PRIORITY_ABOVE_NORMAL = 1,
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PRIORITY_HIGH = 2,
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};
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class Runnable {
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public:
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virtual ~Runnable() {}
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virtual void Run(Thread* thread) = 0;
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protected:
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Runnable() {}
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private:
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DISALLOW_COPY_AND_ASSIGN(Runnable);
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};
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class Thread : public MessageQueue {
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public:
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explicit Thread(SocketServer* ss = NULL);
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virtual ~Thread();
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static Thread* Current();
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bool IsCurrent() const {
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return Current() == this;
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}
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// Sleeps the calling thread for the specified number of milliseconds, during
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// which time no processing is performed. Returns false if sleeping was
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// interrupted by a signal (POSIX only).
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static bool SleepMs(int millis);
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// Sets the thread's name, for debugging. Must be called before Start().
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// If |obj| is non-NULL, its value is appended to |name|.
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const std::string& name() const { return name_; }
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bool SetName(const std::string& name, const void* obj);
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// Sets the thread's priority. Must be called before Start().
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ThreadPriority priority() const { return priority_; }
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bool SetPriority(ThreadPriority priority);
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// Starts the execution of the thread.
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bool started() const { return started_; }
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bool Start(Runnable* runnable = NULL);
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// Used for fire-and-forget threads. Deletes this thread object when the
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// Run method returns.
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void Release() {
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delete_self_when_complete_ = true;
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}
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// Tells the thread to stop and waits until it is joined.
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// Never call Stop on the current thread. Instead use the inherited Quit
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// function which will exit the base MessageQueue without terminating the
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// underlying OS thread.
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virtual void Stop();
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// By default, Thread::Run() calls ProcessMessages(kForever). To do other
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// work, override Run(). To receive and dispatch messages, call
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// ProcessMessages occasionally.
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virtual void Run();
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virtual void Send(MessageHandler *phandler, uint32 id = 0,
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MessageData *pdata = NULL);
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// Convenience method to invoke a functor on another thread. Caller must
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// provide the |ReturnT| template argument, which cannot (easily) be deduced.
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// Uses Send() internally, which blocks the current thread until execution
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// is complete.
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// Ex: bool result = thread.Invoke<bool>(&MyFunctionReturningBool);
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template <class ReturnT, class FunctorT>
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ReturnT Invoke(const FunctorT& functor) {
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FunctorMessageHandler<ReturnT, FunctorT> handler(functor);
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Send(&handler);
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return handler.result();
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}
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// From MessageQueue
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virtual void Clear(MessageHandler *phandler, uint32 id = MQID_ANY,
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MessageList* removed = NULL);
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virtual void ReceiveSends();
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// ProcessMessages will process I/O and dispatch messages until:
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// 1) cms milliseconds have elapsed (returns true)
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// 2) Stop() is called (returns false)
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bool ProcessMessages(int cms);
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// Returns true if this is a thread that we created using the standard
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// constructor, false if it was created by a call to
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// ThreadManager::WrapCurrentThread(). The main thread of an application
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// is generally not owned, since the OS representation of the thread
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// obviously exists before we can get to it.
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// You cannot call Start on non-owned threads.
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bool IsOwned();
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#ifdef WIN32
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HANDLE GetHandle() const {
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return thread_;
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}
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DWORD GetId() const {
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return thread_id_;
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}
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#elif POSIX
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pthread_t GetPThread() {
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return thread_;
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}
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#endif
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// This method should be called when thread is created using non standard
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// method, like derived implementation of talk_base::Thread and it can not be
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// started by calling Start(). This will set started flag to true and
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// owned to false. This must be called from the current thread.
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// NOTE: These methods should be used by the derived classes only, added here
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// only for testing.
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bool WrapCurrent();
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void UnwrapCurrent();
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protected:
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// Blocks the calling thread until this thread has terminated.
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void Join();
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private:
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// Helper class to facilitate executing a functor on a thread.
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template <class ReturnT, class FunctorT>
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class FunctorMessageHandler : public MessageHandler {
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public:
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explicit FunctorMessageHandler(const FunctorT& functor)
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: functor_(functor) {}
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virtual void OnMessage(Message* msg) {
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result_ = functor_();
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}
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const ReturnT& result() const { return result_; }
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private:
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FunctorT functor_;
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ReturnT result_;
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};
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// Specialization for ReturnT of void.
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template <class FunctorT>
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class FunctorMessageHandler<void, FunctorT> : public MessageHandler {
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public:
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explicit FunctorMessageHandler(const FunctorT& functor)
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: functor_(functor) {}
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virtual void OnMessage(Message* msg) { functor_(); }
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void result() const {}
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private:
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FunctorT functor_;
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};
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static void *PreRun(void *pv);
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// ThreadManager calls this instead WrapCurrent() because
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// ThreadManager::Instance() cannot be used while ThreadManager is
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// being created.
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bool WrapCurrentWithThreadManager(ThreadManager* thread_manager);
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std::list<_SendMessage> sendlist_;
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std::string name_;
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ThreadPriority priority_;
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bool started_;
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bool has_sends_;
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#ifdef POSIX
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pthread_t thread_;
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#endif
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#ifdef WIN32
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HANDLE thread_;
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DWORD thread_id_;
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#endif
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bool owned_;
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bool delete_self_when_complete_;
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friend class ThreadManager;
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DISALLOW_COPY_AND_ASSIGN(Thread);
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};
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// AutoThread automatically installs itself at construction
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// uninstalls at destruction, if a Thread object is
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// _not already_ associated with the current OS thread.
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class AutoThread : public Thread {
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public:
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explicit AutoThread(SocketServer* ss = 0);
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virtual ~AutoThread();
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private:
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DISALLOW_COPY_AND_ASSIGN(AutoThread);
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};
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// Win32 extension for threads that need to use COM
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#ifdef WIN32
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class ComThread : public Thread {
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public:
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ComThread() {}
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protected:
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virtual void Run();
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private:
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DISALLOW_COPY_AND_ASSIGN(ComThread);
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};
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#endif
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// Provides an easy way to install/uninstall a socketserver on a thread.
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class SocketServerScope {
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public:
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explicit SocketServerScope(SocketServer* ss) {
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old_ss_ = Thread::Current()->socketserver();
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Thread::Current()->set_socketserver(ss);
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}
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~SocketServerScope() {
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Thread::Current()->set_socketserver(old_ss_);
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}
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private:
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SocketServer* old_ss_;
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DISALLOW_IMPLICIT_CONSTRUCTORS(SocketServerScope);
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};
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} // namespace talk_base
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#endif // TALK_BASE_THREAD_H_
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