/* * libjingle * Copyright 2004 Google Inc. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef TALK_BASE_THREAD_H_ #define TALK_BASE_THREAD_H_ #include #include #include #include #ifdef POSIX #include #endif #include "talk/base/constructormagic.h" #include "talk/base/event.h" #include "talk/base/messagequeue.h" #ifdef WIN32 #include "talk/base/win32.h" #endif namespace talk_base { class Thread; class ThreadManager { public: ThreadManager(); ~ThreadManager(); static ThreadManager* Instance(); Thread* CurrentThread(); void SetCurrentThread(Thread* thread); // Returns a thread object with its thread_ ivar set // to whatever the OS uses to represent the thread. // If there already *is* a Thread object corresponding to this thread, // this method will return that. Otherwise it creates a new Thread // object whose wrapped() method will return true, and whose // handle will, on Win32, be opened with only synchronization privileges - // if you need more privilegs, rather than changing this method, please // write additional code to adjust the privileges, or call a different // factory method of your own devising, because this one gets used in // unexpected contexts (like inside browser plugins) and it would be a // shame to break it. It is also conceivable on Win32 that we won't even // be able to get synchronization privileges, in which case the result // will have a NULL handle. Thread *WrapCurrentThread(); void UnwrapCurrentThread(); private: #ifdef POSIX pthread_key_t key_; #endif #ifdef WIN32 DWORD key_; #endif DISALLOW_COPY_AND_ASSIGN(ThreadManager); }; struct _SendMessage { _SendMessage() {} Thread *thread; Message msg; bool *ready; }; enum ThreadPriority { PRIORITY_IDLE = -1, PRIORITY_NORMAL = 0, PRIORITY_ABOVE_NORMAL = 1, PRIORITY_HIGH = 2, }; class Runnable { public: virtual ~Runnable() {} virtual void Run(Thread* thread) = 0; protected: Runnable() {} private: DISALLOW_COPY_AND_ASSIGN(Runnable); }; // WARNING! SUBCLASSES MUST CALL Stop() IN THEIR DESTRUCTORS! See ~Thread(). class Thread : public MessageQueue { public: explicit Thread(SocketServer* ss = NULL); // NOTE: ALL SUBCLASSES OF Thread MUST CALL Stop() IN THEIR DESTRUCTORS (or // guarantee Stop() is explicitly called before the subclass is destroyed). // This is required to avoid a data race between the destructor modifying the // vtable, and the Thread::PreRun calling the virtual method Run(). virtual ~Thread(); static Thread* Current(); bool IsCurrent() const { return Current() == this; } // Sleeps the calling thread for the specified number of milliseconds, during // which time no processing is performed. Returns false if sleeping was // interrupted by a signal (POSIX only). static bool SleepMs(int millis); // Sets the thread's name, for debugging. Must be called before Start(). // If |obj| is non-NULL, its value is appended to |name|. const std::string& name() const { return name_; } bool SetName(const std::string& name, const void* obj); // Sets the thread's priority. Must be called before Start(). ThreadPriority priority() const { return priority_; } bool SetPriority(ThreadPriority priority); // Starts the execution of the thread. bool Start(Runnable* runnable = NULL); // Tells the thread to stop and waits until it is joined. // Never call Stop on the current thread. Instead use the inherited Quit // function which will exit the base MessageQueue without terminating the // underlying OS thread. virtual void Stop(); // By default, Thread::Run() calls ProcessMessages(kForever). To do other // work, override Run(). To receive and dispatch messages, call // ProcessMessages occasionally. virtual void Run(); virtual void Send(MessageHandler *phandler, uint32 id = 0, MessageData *pdata = NULL); // Convenience method to invoke a functor on another thread. Caller must // provide the |ReturnT| template argument, which cannot (easily) be deduced. // Uses Send() internally, which blocks the current thread until execution // is complete. // Ex: bool result = thread.Invoke(&MyFunctionReturningBool); template ReturnT Invoke(const FunctorT& functor) { FunctorMessageHandler handler(functor); Send(&handler); return handler.result(); } // From MessageQueue virtual void Clear(MessageHandler *phandler, uint32 id = MQID_ANY, MessageList* removed = NULL); virtual void ReceiveSends(); // ProcessMessages will process I/O and dispatch messages until: // 1) cms milliseconds have elapsed (returns true) // 2) Stop() is called (returns false) bool ProcessMessages(int cms); // Returns true if this is a thread that we created using the standard // constructor, false if it was created by a call to // ThreadManager::WrapCurrentThread(). The main thread of an application // is generally not owned, since the OS representation of the thread // obviously exists before we can get to it. // You cannot call Start on non-owned threads. bool IsOwned(); #ifdef WIN32 HANDLE GetHandle() const { return thread_; } DWORD GetId() const { return thread_id_; } #elif POSIX pthread_t GetPThread() { return thread_; } #endif // This method should be called when thread is created using non standard // method, like derived implementation of talk_base::Thread and it can not be // started by calling Start(). This will set started flag to true and // owned to false. This must be called from the current thread. // NOTE: These methods should be used by the derived classes only, added here // only for testing. bool WrapCurrent(); void UnwrapCurrent(); // Expose private method running() for tests. // // DANGER: this is a terrible public API. Most callers that might want to // call this likely do not have enough control/knowledge of the Thread in // question to guarantee that the returned value remains true for the duration // of whatever code is conditionally executing because of the return value! bool RunningForTest() { return running(); } // This is a legacy call-site that probably doesn't need to exist in the first // place. // TODO(fischman): delete once the ASSERT added in channelmanager.cc sticks // for a month (ETA 2014/06/22). bool RunningForChannelManager() { return running(); } protected: // Blocks the calling thread until this thread has terminated. void Join(); private: static void *PreRun(void *pv); // ThreadManager calls this instead WrapCurrent() because // ThreadManager::Instance() cannot be used while ThreadManager is // being created. bool WrapCurrentWithThreadManager(ThreadManager* thread_manager); // Return true if the thread was started and hasn't yet stopped. bool running() { return running_.Wait(0); } std::list<_SendMessage> sendlist_; std::string name_; ThreadPriority priority_; Event running_; // Signalled means running. #ifdef POSIX pthread_t thread_; #endif #ifdef WIN32 HANDLE thread_; DWORD thread_id_; #endif bool owned_; friend class ThreadManager; DISALLOW_COPY_AND_ASSIGN(Thread); }; // AutoThread automatically installs itself at construction // uninstalls at destruction, if a Thread object is // _not already_ associated with the current OS thread. class AutoThread : public Thread { public: explicit AutoThread(SocketServer* ss = 0); virtual ~AutoThread(); private: DISALLOW_COPY_AND_ASSIGN(AutoThread); }; // Win32 extension for threads that need to use COM #ifdef WIN32 class ComThread : public Thread { public: ComThread() {} virtual ~ComThread() { Stop(); } protected: virtual void Run(); private: DISALLOW_COPY_AND_ASSIGN(ComThread); }; #endif // Provides an easy way to install/uninstall a socketserver on a thread. class SocketServerScope { public: explicit SocketServerScope(SocketServer* ss) { old_ss_ = Thread::Current()->socketserver(); Thread::Current()->set_socketserver(ss); } ~SocketServerScope() { Thread::Current()->set_socketserver(old_ss_); } private: SocketServer* old_ss_; DISALLOW_IMPLICIT_CONSTRUCTORS(SocketServerScope); }; } // namespace talk_base #endif // TALK_BASE_THREAD_H_