// Copyright (c) 2012 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.
#ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
#define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
#include <stddef.h>
#include "base/base_export.h"
#include "base/macros.h"
#include "build/build_config.h"
#if defined(OS_WIN)
#include "base/win/scoped_handle.h"
#elif defined(OS_MACOSX)
#include <mach/mach.h>
#include <list>
#include <memory>
#include "base/callback_forward.h"
#include "base/mac/scoped_mach_port.h"
#include "base/memory/ref_counted.h"
#include "base/synchronization/lock.h"
#elif defined(OS_POSIX) || defined(OS_FUCHSIA)
#include <list>
#include <utility>
#include "base/memory/ref_counted.h"
#include "base/synchronization/lock.h"
#endif
namespace base {
class TimeDelta;
class TimeTicks;
// A WaitableEvent can be a useful thread synchronization tool when you want to
// allow one thread to wait for another thread to finish some work. For
// non-Windows systems, this can only be used from within a single address
// space.
//
// Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to
// protect a simple boolean value. However, if you find yourself using a
// WaitableEvent in conjunction with a Lock to wait for a more complex state
// change (e.g., for an item to be added to a queue), then you should probably
// be using a ConditionVariable instead of a WaitableEvent.
//
// NOTE: On Windows, this class provides a subset of the functionality afforded
// by a Windows event object. This is intentional. If you are writing Windows
// specific code and you need other features of a Windows event, then you might
// be better off just using an Windows event directly.
class BASE_EXPORT WaitableEvent {
public:
// Indicates whether a WaitableEvent should automatically reset the event
// state after a single waiting thread has been released or remain signaled
// until Reset() is manually invoked.
enum class ResetPolicy { MANUAL, AUTOMATIC };
// Indicates whether a new WaitableEvent should start in a signaled state or
// not.
enum class InitialState { SIGNALED, NOT_SIGNALED };
// Constructs a WaitableEvent with policy and initial state as detailed in
// the above enums.
WaitableEvent(ResetPolicy reset_policy = ResetPolicy::MANUAL,
InitialState initial_state = InitialState::NOT_SIGNALED);
#if defined(OS_WIN)
// Create a WaitableEvent from an Event HANDLE which has already been
// created. This objects takes ownership of the HANDLE and will close it when
// deleted.
explicit WaitableEvent(win::ScopedHandle event_handle);
#endif
~WaitableEvent();
// Put the event in the un-signaled state.
void Reset();
// Put the event in the signaled state. Causing any thread blocked on Wait
// to be woken up.
void Signal();
// Returns true if the event is in the signaled state, else false. If this
// is not a manual reset event, then this test will cause a reset.
bool IsSignaled();
// Wait indefinitely for the event to be signaled. Wait's return "happens
// after" |Signal| has completed. This means that it's safe for a
// WaitableEvent to synchronise its own destruction, like this:
//
// WaitableEvent *e = new WaitableEvent;
// SendToOtherThread(e);
// e->Wait();
// delete e;
void Wait();
// Wait up until wait_delta has passed for the event to be signaled. Returns
// true if the event was signaled.
//
// TimedWait can synchronise its own destruction like |Wait|.
bool TimedWait(const TimeDelta& wait_delta);
// Wait up until end_time deadline has passed for the event to be signaled.
// Return true if the event was signaled.
//
// TimedWaitUntil can synchronise its own destruction like |Wait|.
bool TimedWaitUntil(const TimeTicks& end_time);
#if defined(OS_WIN)
HANDLE handle() const { return handle_.Get(); }
#endif
// Wait, synchronously, on multiple events.
// waitables: an array of WaitableEvent pointers
// count: the number of elements in @waitables
//
// returns: the index of a WaitableEvent which has been signaled.
//
// You MUST NOT delete any of the WaitableEvent objects while this wait is
// happening, however WaitMany's return "happens after" the |Signal| call
// that caused it has completed, like |Wait|.
//
// If more than one WaitableEvent is signaled to unblock WaitMany, the lowest
// index among them is returned.
static size_t WaitMany(WaitableEvent** waitables, size_t count);
// For asynchronous waiting, see WaitableEventWatcher
// This is a private helper class. It's here because it's used by friends of
// this class (such as WaitableEventWatcher) to be able to enqueue elements
// of the wait-list
class Waiter {
public:
// Signal the waiter to wake up.
//
// Consider the case of a Waiter which is in multiple WaitableEvent's
// wait-lists. Each WaitableEvent is automatic-reset and two of them are
// signaled at the same time. Now, each will wake only the first waiter in
// the wake-list before resetting. However, if those two waiters happen to
// be the same object (as can happen if another thread didn't have a chance
// to dequeue the waiter from the other wait-list in time), two auto-resets
// will have happened, but only one waiter has been signaled!
//
// Because of this, a Waiter may "reject" a wake by returning false. In
// this case, the auto-reset WaitableEvent shouldn't act as if anything has
// been notified.
virtual bool Fire(WaitableEvent* signaling_event) = 0;
// Waiters may implement this in order to provide an extra condition for
// two Waiters to be considered equal. In WaitableEvent::Dequeue, if the
// pointers match then this function is called as a final check. See the
// comments in ~Handle for why.
virtual bool Compare(void* tag) = 0;
protected:
virtual ~Waiter() = default;
};
private:
friend class WaitableEventWatcher;
#if defined(OS_WIN)
win::ScopedHandle handle_;
#elif defined(OS_MACOSX)
// Prior to macOS 10.12, a TYPE_MACH_RECV dispatch source may not be invoked
// immediately. If a WaitableEventWatcher is used on a manual-reset event,
// and another thread that is Wait()ing on the event calls Reset()
// immediately after waking up, the watcher may not receive the callback.
// On macOS 10.12 and higher, dispatch delivery is reliable. But for OSes
// prior, a lock-protected list of callbacks is used for manual-reset event
// watchers. Automatic-reset events are not prone to this issue, since the
// first thread to wake will claim the event.
static bool UseSlowWatchList(ResetPolicy policy);
// Peeks the message queue named by |port| and returns true if a message
// is present and false if not. If |dequeue| is true, the messsage will be
// drained from the queue. If |dequeue| is false, the queue will only be
// peeked. |port| must be a receive right.
static bool PeekPort(mach_port_t port, bool dequeue);
// The Mach receive right is waited on by both WaitableEvent and
// WaitableEventWatcher. It is valid to signal and then delete an event, and
// a watcher should still be notified. If the right were to be destroyed
// immediately, the watcher would not receive the signal. Because Mach
// receive rights cannot have a user refcount greater than one, the right
// must be reference-counted manually.
class ReceiveRight : public RefCountedThreadSafe<ReceiveRight> {
public:
ReceiveRight(mach_port_t name, bool create_slow_watch_list);
mach_port_t Name() const { return right_.get(); };
// This structure is used iff UseSlowWatchList() is true. See the comment
// in Signal() for details.
struct WatchList {
WatchList();
~WatchList();
// The lock protects a list of closures to be run when the event is
// Signal()ed. The closures are invoked on the signaling thread, so they
// must be safe to be called from any thread.
Lock lock;
std::list<OnceClosure> list;
};
WatchList* SlowWatchList() const { return slow_watch_list_.get(); }
private:
friend class RefCountedThreadSafe<ReceiveRight>;
~ReceiveRight();
mac::ScopedMachReceiveRight right_;
// This is allocated iff UseSlowWatchList() is true. It is created on the
// heap to avoid performing initialization when not using the slow path.
std::unique_ptr<WatchList> slow_watch_list_;
DISALLOW_COPY_AND_ASSIGN(ReceiveRight);
};
const ResetPolicy policy_;
// The receive right for the event.
scoped_refptr<ReceiveRight> receive_right_;
// The send right used to signal the event. This can be disposed of with
// the event, unlike the receive right, since a deleted event cannot be
// signaled.
mac::ScopedMachSendRight send_right_;
#elif defined(OS_POSIX) || defined(OS_FUCHSIA)
// On Windows, you must not close a HANDLE which is currently being waited on.
// The MSDN documentation says that the resulting behaviour is 'undefined'.
// To solve that issue each WaitableEventWatcher duplicates the given event
// handle.
// However, if we were to include the following members
// directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an
// event which gets deleted. This mismatch has bitten us several times now,
// so we have a kernel of the WaitableEvent, which is reference counted.
// WaitableEventWatchers may then take a reference and thus match the Windows
// behaviour.
struct WaitableEventKernel :
public RefCountedThreadSafe<WaitableEventKernel> {
public:
WaitableEventKernel(ResetPolicy reset_policy, InitialState initial_state);
bool Dequeue(Waiter* waiter, void* tag);
base::Lock lock_;
const bool manual_reset_;
bool signaled_;
std::list<Waiter*> waiters_;
private:
friend class RefCountedThreadSafe<WaitableEventKernel>;
~WaitableEventKernel();
};
typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex;
// When dealing with arrays of WaitableEvent*, we want to sort by the address
// of the WaitableEvent in order to have a globally consistent locking order.
// In that case we keep them, in sorted order, in an array of pairs where the
// second element is the index of the WaitableEvent in the original,
// unsorted, array.
static size_t EnqueueMany(WaiterAndIndex* waitables,
size_t count, Waiter* waiter);
bool SignalAll();
bool SignalOne();
void Enqueue(Waiter* waiter);
scoped_refptr<WaitableEventKernel> kernel_;
#endif
DISALLOW_COPY_AND_ASSIGN(WaitableEvent);
};
} // namespace base
#endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_