| // 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. |
| |
| // OneShotTimer and RepeatingTimer provide a simple timer API. As the names |
| // suggest, OneShotTimer calls you back once after a time delay expires. |
| // RepeatingTimer on the other hand calls you back periodically with the |
| // prescribed time interval. |
| // |
| // OneShotTimer and RepeatingTimer both cancel the timer when they go out of |
| // scope, which makes it easy to ensure that you do not get called when your |
| // object has gone out of scope. Just instantiate a OneShotTimer or |
| // RepeatingTimer as a member variable of the class for which you wish to |
| // receive timer events. |
| // |
| // Sample RepeatingTimer usage: |
| // |
| // class MyClass { |
| // public: |
| // void StartDoingStuff() { |
| // timer_.Start(TimeDelta::FromSeconds(1), this, &MyClass::DoStuff); |
| // } |
| // void StopDoingStuff() { |
| // timer_.Stop(); |
| // } |
| // private: |
| // void DoStuff() { |
| // // This method is called every second to do stuff. |
| // ... |
| // } |
| // base::RepeatingTimer<MyClass> timer_; |
| // }; |
| // |
| // Both OneShotTimer and RepeatingTimer also support a Reset method, which |
| // allows you to easily defer the timer event until the timer delay passes once |
| // again. So, in the above example, if 0.5 seconds have already passed, |
| // calling Reset on timer_ would postpone DoStuff by another 1 second. In |
| // other words, Reset is shorthand for calling Stop and then Start again with |
| // the same arguments. |
| |
| #ifndef BASE_TIMER_H_ |
| #define BASE_TIMER_H_ |
| #pragma once |
| |
| // IMPORTANT: If you change timer code, make sure that all tests (including |
| // disabled ones) from timer_unittests.cc pass locally. Some are disabled |
| // because they're flaky on the buildbot, but when you run them locally you |
| // should be able to tell the difference. |
| |
| #include "base/base_api.h" |
| #include "base/logging.h" |
| #include "base/task.h" |
| #include "base/time.h" |
| |
| class MessageLoop; |
| |
| namespace base { |
| |
| //----------------------------------------------------------------------------- |
| // This class is an implementation detail of OneShotTimer and RepeatingTimer. |
| // Please do not use this class directly. |
| // |
| // This class exists to share code between BaseTimer<T> template instantiations. |
| // |
| class BASE_API BaseTimer_Helper { |
| public: |
| // Stops the timer. |
| ~BaseTimer_Helper() { |
| OrphanDelayedTask(); |
| } |
| |
| // Returns true if the timer is running (i.e., not stopped). |
| bool IsRunning() const { |
| return delayed_task_ != NULL; |
| } |
| |
| // Returns the current delay for this timer. May only call this method when |
| // the timer is running! |
| TimeDelta GetCurrentDelay() const { |
| DCHECK(IsRunning()); |
| return delayed_task_->delay_; |
| } |
| |
| protected: |
| BaseTimer_Helper() : delayed_task_(NULL) {} |
| |
| // We have access to the timer_ member so we can orphan this task. |
| class TimerTask : public Task { |
| public: |
| explicit TimerTask(TimeDelta delay) : timer_(NULL), delay_(delay) { |
| } |
| virtual ~TimerTask() {} |
| BaseTimer_Helper* timer_; |
| TimeDelta delay_; |
| }; |
| |
| // Used to orphan delayed_task_ so that when it runs it does nothing. |
| void OrphanDelayedTask(); |
| |
| // Used to initiated a new delayed task. This has the side-effect of |
| // orphaning delayed_task_ if it is non-null. |
| void InitiateDelayedTask(TimerTask* timer_task); |
| |
| TimerTask* delayed_task_; |
| |
| DISALLOW_COPY_AND_ASSIGN(BaseTimer_Helper); |
| }; |
| |
| //----------------------------------------------------------------------------- |
| // This class is an implementation detail of OneShotTimer and RepeatingTimer. |
| // Please do not use this class directly. |
| template <class Receiver, bool kIsRepeating> |
| class BaseTimer : public BaseTimer_Helper { |
| public: |
| typedef void (Receiver::*ReceiverMethod)(); |
| |
| // Call this method to start the timer. It is an error to call this method |
| // while the timer is already running. |
| void Start(TimeDelta delay, Receiver* receiver, ReceiverMethod method) { |
| DCHECK(!IsRunning()); |
| InitiateDelayedTask(new TimerTask(delay, receiver, method)); |
| } |
| |
| // Call this method to stop the timer. It is a no-op if the timer is not |
| // running. |
| void Stop() { |
| OrphanDelayedTask(); |
| } |
| |
| // Call this method to reset the timer delay of an already running timer. |
| void Reset() { |
| DCHECK(IsRunning()); |
| InitiateDelayedTask(static_cast<TimerTask*>(delayed_task_)->Clone()); |
| } |
| |
| private: |
| typedef BaseTimer<Receiver, kIsRepeating> SelfType; |
| |
| class TimerTask : public BaseTimer_Helper::TimerTask { |
| public: |
| TimerTask(TimeDelta delay, Receiver* receiver, ReceiverMethod method) |
| : BaseTimer_Helper::TimerTask(delay), |
| receiver_(receiver), |
| method_(method) { |
| } |
| |
| virtual ~TimerTask() { |
| // This task may be getting cleared because the MessageLoop has been |
| // destructed. If so, don't leave the Timer with a dangling pointer |
| // to this now-defunct task. |
| ClearBaseTimer(); |
| } |
| |
| virtual void Run() { |
| if (!timer_) // timer_ is null if we were orphaned. |
| return; |
| if (kIsRepeating) |
| ResetBaseTimer(); |
| else |
| ClearBaseTimer(); |
| DispatchToMethod(receiver_, method_, Tuple0()); |
| } |
| |
| TimerTask* Clone() const { |
| return new TimerTask(delay_, receiver_, method_); |
| } |
| |
| private: |
| // Inform the Base that the timer is no longer active. |
| void ClearBaseTimer() { |
| if (timer_) { |
| SelfType* self = static_cast<SelfType*>(timer_); |
| // It is possible that the Timer has already been reset, and that this |
| // Task is old. So, if the Timer points to a different task, assume |
| // that the Timer has already taken care of properly setting the task. |
| if (self->delayed_task_ == this) |
| self->delayed_task_ = NULL; |
| // By now the delayed_task_ in the Timer does not point to us anymore. |
| // We should reset our own timer_ because the Timer can not do this |
| // for us in its destructor. |
| timer_ = NULL; |
| } |
| } |
| |
| // Inform the Base that we're resetting the timer. |
| void ResetBaseTimer() { |
| DCHECK(timer_); |
| DCHECK(kIsRepeating); |
| SelfType* self = static_cast<SelfType*>(timer_); |
| self->Reset(); |
| } |
| |
| Receiver* receiver_; |
| ReceiverMethod method_; |
| }; |
| }; |
| |
| //----------------------------------------------------------------------------- |
| // A simple, one-shot timer. See usage notes at the top of the file. |
| template <class Receiver> |
| class OneShotTimer : public BaseTimer<Receiver, false> {}; |
| |
| //----------------------------------------------------------------------------- |
| // A simple, repeating timer. See usage notes at the top of the file. |
| template <class Receiver> |
| class RepeatingTimer : public BaseTimer<Receiver, true> {}; |
| |
| //----------------------------------------------------------------------------- |
| // A Delay timer is like The Button from Lost. Once started, you have to keep |
| // calling Reset otherwise it will call the given method in the MessageLoop |
| // thread. |
| // |
| // Once created, it is inactive until Reset is called. Once |delay| seconds have |
| // passed since the last call to Reset, the callback is made. Once the callback |
| // has been made, it's inactive until Reset is called again. |
| // |
| // If destroyed, the timeout is canceled and will not occur even if already |
| // inflight. |
| template <class Receiver> |
| class DelayTimer { |
| public: |
| typedef void (Receiver::*ReceiverMethod)(); |
| |
| DelayTimer(TimeDelta delay, Receiver* receiver, ReceiverMethod method) |
| : receiver_(receiver), |
| method_(method), |
| delay_(delay) { |
| } |
| |
| void Reset() { |
| DelayFor(delay_); |
| } |
| |
| private: |
| void DelayFor(TimeDelta delay) { |
| trigger_time_ = TimeTicks::Now() + delay; |
| |
| // If we already have a timer that will expire at or before the given delay, |
| // then we have nothing more to do now. |
| if (timer_.IsRunning() && timer_.GetCurrentDelay() <= delay) |
| return; |
| |
| // The timer isn't running, or will expire too late, so restart it. |
| timer_.Stop(); |
| timer_.Start(delay, this, &DelayTimer<Receiver>::Check); |
| } |
| |
| void Check() { |
| if (trigger_time_.is_null()) |
| return; |
| |
| // If we have not waited long enough, then wait some more. |
| const TimeTicks now = TimeTicks::Now(); |
| if (now < trigger_time_) { |
| DelayFor(trigger_time_ - now); |
| return; |
| } |
| |
| (receiver_->*method_)(); |
| } |
| |
| Receiver *const receiver_; |
| const ReceiverMethod method_; |
| const TimeDelta delay_; |
| |
| OneShotTimer<DelayTimer<Receiver> > timer_; |
| TimeTicks trigger_time_; |
| }; |
| |
| } // namespace base |
| |
| #endif // BASE_TIMER_H_ |