191 lines
7.0 KiB
C++
191 lines
7.0 KiB
C++
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
|
// Use of this source code is governed by a BSD-style license that can be
|
|
// found in the LICENSE file.
|
|
|
|
// WARNING: You should probably be using Thread (thread.h) instead. Thread is
|
|
// Chrome's message-loop based Thread abstraction, and if you are a
|
|
// thread running in the browser, there will likely be assumptions
|
|
// that your thread will have an associated message loop.
|
|
//
|
|
// This is a simple thread interface that backs to a native operating system
|
|
// thread. You should use this only when you want a thread that does not have
|
|
// an associated MessageLoop. Unittesting is the best example of this.
|
|
//
|
|
// The simplest interface to use is DelegateSimpleThread, which will create
|
|
// a new thread, and execute the Delegate's virtual Run() in this new thread
|
|
// until it has completed, exiting the thread.
|
|
//
|
|
// NOTE: You *MUST* call Join on the thread to clean up the underlying thread
|
|
// resources. You are also responsible for destructing the SimpleThread object.
|
|
// It is invalid to destroy a SimpleThread while it is running, or without
|
|
// Start() having been called (and a thread never created). The Delegate
|
|
// object should live as long as a DelegateSimpleThread.
|
|
//
|
|
// Thread Safety: A SimpleThread is not completely thread safe. It is safe to
|
|
// access it from the creating thread or from the newly created thread. This
|
|
// implies that the creator thread should be the thread that calls Join.
|
|
//
|
|
// Example:
|
|
// class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
|
|
// MyThreadRunner runner;
|
|
// DelegateSimpleThread thread(&runner, "good_name_here");
|
|
// thread.Start();
|
|
// // Start will return after the Thread has been successfully started and
|
|
// // initialized. The newly created thread will invoke runner->Run(), and
|
|
// // run until it returns.
|
|
// thread.Join(); // Wait until the thread has exited. You *MUST* Join!
|
|
// // The SimpleThread object is still valid, however you may not call Join
|
|
// // or Start again.
|
|
|
|
#ifndef BASE_THREADING_SIMPLE_THREAD_H_
|
|
#define BASE_THREADING_SIMPLE_THREAD_H_
|
|
|
|
#include <string>
|
|
#include <queue>
|
|
#include <vector>
|
|
|
|
#include "base/base_export.h"
|
|
#include "base/basictypes.h"
|
|
#include "base/compiler_specific.h"
|
|
#include "base/threading/platform_thread.h"
|
|
#include "base/synchronization/lock.h"
|
|
#include "base/synchronization/waitable_event.h"
|
|
|
|
namespace base {
|
|
|
|
// This is the base SimpleThread. You can derive from it and implement the
|
|
// virtual Run method, or you can use the DelegateSimpleThread interface.
|
|
class BASE_EXPORT SimpleThread : public PlatformThread::Delegate {
|
|
public:
|
|
class BASE_EXPORT Options {
|
|
public:
|
|
Options() : stack_size_(0) { }
|
|
~Options() { }
|
|
|
|
// We use the standard compiler-supplied copy constructor.
|
|
|
|
// A custom stack size, or 0 for the system default.
|
|
void set_stack_size(size_t size) { stack_size_ = size; }
|
|
size_t stack_size() const { return stack_size_; }
|
|
private:
|
|
size_t stack_size_;
|
|
};
|
|
|
|
// Create a SimpleThread. |options| should be used to manage any specific
|
|
// configuration involving the thread creation and management.
|
|
// Every thread has a name, in the form of |name_prefix|/TID, for example
|
|
// "my_thread/321". The thread will not be created until Start() is called.
|
|
explicit SimpleThread(const std::string& name_prefix);
|
|
SimpleThread(const std::string& name_prefix, const Options& options);
|
|
|
|
virtual ~SimpleThread();
|
|
|
|
virtual void Start();
|
|
virtual void Join();
|
|
|
|
// Subclasses should override the Run method.
|
|
virtual void Run() = 0;
|
|
|
|
// Return the thread name prefix, or "unnamed" if none was supplied.
|
|
std::string name_prefix() { return name_prefix_; }
|
|
|
|
// Return the completed name including TID, only valid after Start().
|
|
std::string name() { return name_; }
|
|
|
|
// Return the thread id, only valid after Start().
|
|
PlatformThreadId tid() { return tid_; }
|
|
|
|
// Return True if Start() has ever been called.
|
|
bool HasBeenStarted();
|
|
|
|
// Return True if Join() has evern been called.
|
|
bool HasBeenJoined() { return joined_; }
|
|
|
|
// Overridden from PlatformThread::Delegate:
|
|
virtual void ThreadMain() OVERRIDE;
|
|
|
|
// Only set priorities with a careful understanding of the consequences.
|
|
// This is meant for very limited use cases.
|
|
void SetThreadPriority(ThreadPriority priority) {
|
|
PlatformThread::SetThreadPriority(thread_, priority);
|
|
}
|
|
|
|
private:
|
|
const std::string name_prefix_;
|
|
std::string name_;
|
|
const Options options_;
|
|
PlatformThreadHandle thread_; // PlatformThread handle, invalid after Join!
|
|
WaitableEvent event_; // Signaled if Start() was ever called.
|
|
PlatformThreadId tid_; // The backing thread's id.
|
|
bool joined_; // True if Join has been called.
|
|
};
|
|
|
|
class BASE_EXPORT DelegateSimpleThread : public SimpleThread {
|
|
public:
|
|
class BASE_EXPORT Delegate {
|
|
public:
|
|
Delegate() { }
|
|
virtual ~Delegate() { }
|
|
virtual void Run() = 0;
|
|
};
|
|
|
|
DelegateSimpleThread(Delegate* delegate,
|
|
const std::string& name_prefix);
|
|
DelegateSimpleThread(Delegate* delegate,
|
|
const std::string& name_prefix,
|
|
const Options& options);
|
|
|
|
virtual ~DelegateSimpleThread();
|
|
virtual void Run() OVERRIDE;
|
|
private:
|
|
Delegate* delegate_;
|
|
};
|
|
|
|
// DelegateSimpleThreadPool allows you to start up a fixed number of threads,
|
|
// and then add jobs which will be dispatched to the threads. This is
|
|
// convenient when you have a lot of small work that you want done
|
|
// multi-threaded, but don't want to spawn a thread for each small bit of work.
|
|
//
|
|
// You just call AddWork() to add a delegate to the list of work to be done.
|
|
// JoinAll() will make sure that all outstanding work is processed, and wait
|
|
// for everything to finish. You can reuse a pool, so you can call Start()
|
|
// again after you've called JoinAll().
|
|
class BASE_EXPORT DelegateSimpleThreadPool
|
|
: public DelegateSimpleThread::Delegate {
|
|
public:
|
|
typedef DelegateSimpleThread::Delegate Delegate;
|
|
|
|
DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
|
|
virtual ~DelegateSimpleThreadPool();
|
|
|
|
// Start up all of the underlying threads, and start processing work if we
|
|
// have any.
|
|
void Start();
|
|
|
|
// Make sure all outstanding work is finished, and wait for and destroy all
|
|
// of the underlying threads in the pool.
|
|
void JoinAll();
|
|
|
|
// It is safe to AddWork() any time, before or after Start().
|
|
// Delegate* should always be a valid pointer, NULL is reserved internally.
|
|
void AddWork(Delegate* work, int repeat_count);
|
|
void AddWork(Delegate* work) {
|
|
AddWork(work, 1);
|
|
}
|
|
|
|
// We implement the Delegate interface, for running our internal threads.
|
|
virtual void Run() OVERRIDE;
|
|
|
|
private:
|
|
const std::string name_prefix_;
|
|
int num_threads_;
|
|
std::vector<DelegateSimpleThread*> threads_;
|
|
std::queue<Delegate*> delegates_;
|
|
base::Lock lock_; // Locks delegates_
|
|
WaitableEvent dry_; // Not signaled when there is no work to do.
|
|
};
|
|
|
|
} // namespace base
|
|
|
|
#endif // BASE_THREADING_SIMPLE_THREAD_H_
|