| // 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_ |
| #pragma once |
| |
| #include <string> |
| #include <queue> |
| #include <vector> |
| |
| #include "base/base_api.h" |
| #include "base/basictypes.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_API SimpleThread : public PlatformThread::Delegate { |
| public: |
| class BASE_API 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 event_.IsSignaled(); } |
| |
| // Return True if Join() has evern been called. |
| bool HasBeenJoined() { return joined_; } |
| |
| // Overridden from PlatformThread::Delegate: |
| virtual void ThreadMain(); |
| |
| 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_API DelegateSimpleThread : public SimpleThread { |
| public: |
| class BASE_API 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(); |
| 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_API 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(); |
| |
| 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_ |