// 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. #include "base/message_pump_win.h" #include <math.h> #include "base/message_loop.h" #include "base/metrics/histogram.h" #include "base/win/wrapped_window_proc.h" namespace base { static const wchar_t kWndClass[] = L"Chrome_MessagePumpWindow"; // Message sent to get an additional time slice for pumping (processing) another // task (a series of such messages creates a continuous task pump). static const int kMsgHaveWork = WM_USER + 1; //----------------------------------------------------------------------------- // MessagePumpWin public: void MessagePumpWin::AddObserver(Observer* observer) { observers_.AddObserver(observer); } void MessagePumpWin::RemoveObserver(Observer* observer) { observers_.RemoveObserver(observer); } void MessagePumpWin::WillProcessMessage(const MSG& msg) { FOR_EACH_OBSERVER(Observer, observers_, WillProcessMessage(msg)); } void MessagePumpWin::DidProcessMessage(const MSG& msg) { FOR_EACH_OBSERVER(Observer, observers_, DidProcessMessage(msg)); } void MessagePumpWin::RunWithDispatcher( Delegate* delegate, Dispatcher* dispatcher) { RunState s; s.delegate = delegate; s.dispatcher = dispatcher; s.should_quit = false; s.run_depth = state_ ? state_->run_depth + 1 : 1; RunState* previous_state = state_; state_ = &s; DoRunLoop(); state_ = previous_state; } void MessagePumpWin::Quit() { DCHECK(state_); state_->should_quit = true; } //----------------------------------------------------------------------------- // MessagePumpWin protected: int MessagePumpWin::GetCurrentDelay() const { if (delayed_work_time_.is_null()) return -1; // Be careful here. TimeDelta has a precision of microseconds, but we want a // value in milliseconds. If there are 5.5ms left, should the delay be 5 or // 6? It should be 6 to avoid executing delayed work too early. double timeout = ceil((delayed_work_time_ - TimeTicks::Now()).InMillisecondsF()); // If this value is negative, then we need to run delayed work soon. int delay = static_cast<int>(timeout); if (delay < 0) delay = 0; return delay; } //----------------------------------------------------------------------------- // MessagePumpForUI public: MessagePumpForUI::MessagePumpForUI() { InitMessageWnd(); } MessagePumpForUI::~MessagePumpForUI() { DestroyWindow(message_hwnd_); UnregisterClass(kWndClass, GetModuleHandle(NULL)); } void MessagePumpForUI::ScheduleWork() { if (InterlockedExchange(&have_work_, 1)) return; // Someone else continued the pumping. // Make sure the MessagePump does some work for us. PostMessage(message_hwnd_, kMsgHaveWork, reinterpret_cast<WPARAM>(this), 0); } void MessagePumpForUI::ScheduleDelayedWork(const TimeTicks& delayed_work_time) { // // We would *like* to provide high resolution timers. Windows timers using // SetTimer() have a 10ms granularity. We have to use WM_TIMER as a wakeup // mechanism because the application can enter modal windows loops where it // is not running our MessageLoop; the only way to have our timers fire in // these cases is to post messages there. // // To provide sub-10ms timers, we process timers directly from our run loop. // For the common case, timers will be processed there as the run loop does // its normal work. However, we *also* set the system timer so that WM_TIMER // events fire. This mops up the case of timers not being able to work in // modal message loops. It is possible for the SetTimer to pop and have no // pending timers, because they could have already been processed by the // run loop itself. // // We use a single SetTimer corresponding to the timer that will expire // soonest. As new timers are created and destroyed, we update SetTimer. // Getting a spurrious SetTimer event firing is benign, as we'll just be // processing an empty timer queue. // delayed_work_time_ = delayed_work_time; int delay_msec = GetCurrentDelay(); DCHECK_GE(delay_msec, 0); if (delay_msec < USER_TIMER_MINIMUM) delay_msec = USER_TIMER_MINIMUM; // Create a WM_TIMER event that will wake us up to check for any pending // timers (in case we are running within a nested, external sub-pump). SetTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this), delay_msec, NULL); } void MessagePumpForUI::PumpOutPendingPaintMessages() { // If we are being called outside of the context of Run, then don't try to do // any work. if (!state_) return; // Create a mini-message-pump to force immediate processing of only Windows // WM_PAINT messages. Don't provide an infinite loop, but do enough peeking // to get the job done. Actual common max is 4 peeks, but we'll be a little // safe here. const int kMaxPeekCount = 20; int peek_count; for (peek_count = 0; peek_count < kMaxPeekCount; ++peek_count) { MSG msg; if (!PeekMessage(&msg, NULL, 0, 0, PM_REMOVE | PM_QS_PAINT)) break; ProcessMessageHelper(msg); if (state_->should_quit) // Handle WM_QUIT. break; } // Histogram what was really being used, to help to adjust kMaxPeekCount. DHISTOGRAM_COUNTS("Loop.PumpOutPendingPaintMessages Peeks", peek_count); } //----------------------------------------------------------------------------- // MessagePumpForUI private: // static LRESULT CALLBACK MessagePumpForUI::WndProcThunk( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam) { switch (message) { case kMsgHaveWork: reinterpret_cast<MessagePumpForUI*>(wparam)->HandleWorkMessage(); break; case WM_TIMER: reinterpret_cast<MessagePumpForUI*>(wparam)->HandleTimerMessage(); break; } return DefWindowProc(hwnd, message, wparam, lparam); } void MessagePumpForUI::DoRunLoop() { // IF this was just a simple PeekMessage() loop (servicing all possible work // queues), then Windows would try to achieve the following order according // to MSDN documentation about PeekMessage with no filter): // * Sent messages // * Posted messages // * Sent messages (again) // * WM_PAINT messages // * WM_TIMER messages // // Summary: none of the above classes is starved, and sent messages has twice // the chance of being processed (i.e., reduced service time). for (;;) { // If we do any work, we may create more messages etc., and more work may // possibly be waiting in another task group. When we (for example) // ProcessNextWindowsMessage(), there is a good chance there are still more // messages waiting. On the other hand, when any of these methods return // having done no work, then it is pretty unlikely that calling them again // quickly will find any work to do. Finally, if they all say they had no // work, then it is a good time to consider sleeping (waiting) for more // work. bool more_work_is_plausible = ProcessNextWindowsMessage(); if (state_->should_quit) break; more_work_is_plausible |= state_->delegate->DoWork(); if (state_->should_quit) break; more_work_is_plausible |= state_->delegate->DoDelayedWork(&delayed_work_time_); // If we did not process any delayed work, then we can assume that our // existing WM_TIMER if any will fire when delayed work should run. We // don't want to disturb that timer if it is already in flight. However, // if we did do all remaining delayed work, then lets kill the WM_TIMER. if (more_work_is_plausible && delayed_work_time_.is_null()) KillTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this)); if (state_->should_quit) break; if (more_work_is_plausible) continue; more_work_is_plausible = state_->delegate->DoIdleWork(); if (state_->should_quit) break; if (more_work_is_plausible) continue; WaitForWork(); // Wait (sleep) until we have work to do again. } } void MessagePumpForUI::InitMessageWnd() { HINSTANCE hinst = GetModuleHandle(NULL); WNDCLASSEX wc = {0}; wc.cbSize = sizeof(wc); wc.lpfnWndProc = base::win::WrappedWindowProc<WndProcThunk>; wc.hInstance = hinst; wc.lpszClassName = kWndClass; RegisterClassEx(&wc); message_hwnd_ = CreateWindow(kWndClass, 0, 0, 0, 0, 0, 0, HWND_MESSAGE, 0, hinst, 0); DCHECK(message_hwnd_); } void MessagePumpForUI::WaitForWork() { // Wait until a message is available, up to the time needed by the timer // manager to fire the next set of timers. int delay = GetCurrentDelay(); if (delay < 0) // Negative value means no timers waiting. delay = INFINITE; DWORD result; result = MsgWaitForMultipleObjectsEx(0, NULL, delay, QS_ALLINPUT, MWMO_INPUTAVAILABLE); if (WAIT_OBJECT_0 == result) { // A WM_* message is available. // If a parent child relationship exists between windows across threads // then their thread inputs are implicitly attached. // This causes the MsgWaitForMultipleObjectsEx API to return indicating // that messages are ready for processing (specifically mouse messages // intended for the child window. Occurs if the child window has capture) // The subsequent PeekMessages call fails to return any messages thus // causing us to enter a tight loop at times. // The WaitMessage call below is a workaround to give the child window // sometime to process its input messages. MSG msg = {0}; DWORD queue_status = GetQueueStatus(QS_MOUSE); if (HIWORD(queue_status) & QS_MOUSE && !PeekMessage(&msg, NULL, WM_MOUSEFIRST, WM_MOUSELAST, PM_NOREMOVE)) { WaitMessage(); } return; } DCHECK_NE(WAIT_FAILED, result) << GetLastError(); } void MessagePumpForUI::HandleWorkMessage() { // If we are being called outside of the context of Run, then don't try to do // any work. This could correspond to a MessageBox call or something of that // sort. if (!state_) { // Since we handled a kMsgHaveWork message, we must still update this flag. InterlockedExchange(&have_work_, 0); return; } // Let whatever would have run had we not been putting messages in the queue // run now. This is an attempt to make our dummy message not starve other // messages that may be in the Windows message queue. ProcessPumpReplacementMessage(); // Now give the delegate a chance to do some work. He'll let us know if he // needs to do more work. if (state_->delegate->DoWork()) ScheduleWork(); } void MessagePumpForUI::HandleTimerMessage() { KillTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this)); // If we are being called outside of the context of Run, then don't do // anything. This could correspond to a MessageBox call or something of // that sort. if (!state_) return; state_->delegate->DoDelayedWork(&delayed_work_time_); if (!delayed_work_time_.is_null()) { // A bit gratuitous to set delayed_work_time_ again, but oh well. ScheduleDelayedWork(delayed_work_time_); } } bool MessagePumpForUI::ProcessNextWindowsMessage() { // If there are sent messages in the queue then PeekMessage internally // dispatches the message and returns false. We return true in this // case to ensure that the message loop peeks again instead of calling // MsgWaitForMultipleObjectsEx again. bool sent_messages_in_queue = false; DWORD queue_status = GetQueueStatus(QS_SENDMESSAGE); if (HIWORD(queue_status) & QS_SENDMESSAGE) sent_messages_in_queue = true; MSG msg; if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) return ProcessMessageHelper(msg); return sent_messages_in_queue; } bool MessagePumpForUI::ProcessMessageHelper(const MSG& msg) { if (WM_QUIT == msg.message) { // Repost the QUIT message so that it will be retrieved by the primary // GetMessage() loop. state_->should_quit = true; PostQuitMessage(static_cast<int>(msg.wParam)); return false; } // While running our main message pump, we discard kMsgHaveWork messages. if (msg.message == kMsgHaveWork && msg.hwnd == message_hwnd_) return ProcessPumpReplacementMessage(); if (CallMsgFilter(const_cast<MSG*>(&msg), kMessageFilterCode)) return true; WillProcessMessage(msg); if (state_->dispatcher) { if (!state_->dispatcher->Dispatch(msg)) state_->should_quit = true; } else { TranslateMessage(&msg); DispatchMessage(&msg); } DidProcessMessage(msg); return true; } bool MessagePumpForUI::ProcessPumpReplacementMessage() { // When we encounter a kMsgHaveWork message, this method is called to peek // and process a replacement message, such as a WM_PAINT or WM_TIMER. The // goal is to make the kMsgHaveWork as non-intrusive as possible, even though // a continuous stream of such messages are posted. This method carefully // peeks a message while there is no chance for a kMsgHaveWork to be pending, // then resets the have_work_ flag (allowing a replacement kMsgHaveWork to // possibly be posted), and finally dispatches that peeked replacement. Note // that the re-post of kMsgHaveWork may be asynchronous to this thread!! bool have_message = false; MSG msg; // We should not process all window messages if we are in the context of an // OS modal loop, i.e. in the context of a windows API call like MessageBox. // This is to ensure that these messages are peeked out by the OS modal loop. if (MessageLoop::current()->os_modal_loop()) { // We only peek out WM_PAINT and WM_TIMER here for reasons mentioned above. have_message = PeekMessage(&msg, NULL, WM_PAINT, WM_PAINT, PM_REMOVE) || PeekMessage(&msg, NULL, WM_TIMER, WM_TIMER, PM_REMOVE); } else { have_message = (0 != PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)); } DCHECK(!have_message || kMsgHaveWork != msg.message || msg.hwnd != message_hwnd_); // Since we discarded a kMsgHaveWork message, we must update the flag. int old_have_work = InterlockedExchange(&have_work_, 0); DCHECK(old_have_work); // We don't need a special time slice if we didn't have_message to process. if (!have_message) return false; // Guarantee we'll get another time slice in the case where we go into native // windows code. This ScheduleWork() may hurt performance a tiny bit when // tasks appear very infrequently, but when the event queue is busy, the // kMsgHaveWork events get (percentage wise) rarer and rarer. ScheduleWork(); return ProcessMessageHelper(msg); } //----------------------------------------------------------------------------- // MessagePumpForIO public: MessagePumpForIO::MessagePumpForIO() { port_.Set(CreateIoCompletionPort(INVALID_HANDLE_VALUE, NULL, NULL, 1)); DCHECK(port_.IsValid()); } void MessagePumpForIO::ScheduleWork() { if (InterlockedExchange(&have_work_, 1)) return; // Someone else continued the pumping. // Make sure the MessagePump does some work for us. BOOL ret = PostQueuedCompletionStatus(port_, 0, reinterpret_cast<ULONG_PTR>(this), reinterpret_cast<OVERLAPPED*>(this)); DCHECK(ret); } void MessagePumpForIO::ScheduleDelayedWork(const TimeTicks& delayed_work_time) { // We know that we can't be blocked right now since this method can only be // called on the same thread as Run, so we only need to update our record of // how long to sleep when we do sleep. delayed_work_time_ = delayed_work_time; } void MessagePumpForIO::RegisterIOHandler(HANDLE file_handle, IOHandler* handler) { ULONG_PTR key = reinterpret_cast<ULONG_PTR>(handler); HANDLE port = CreateIoCompletionPort(file_handle, port_, key, 1); DPCHECK(port); } //----------------------------------------------------------------------------- // MessagePumpForIO private: void MessagePumpForIO::DoRunLoop() { for (;;) { // If we do any work, we may create more messages etc., and more work may // possibly be waiting in another task group. When we (for example) // WaitForIOCompletion(), there is a good chance there are still more // messages waiting. On the other hand, when any of these methods return // having done no work, then it is pretty unlikely that calling them // again quickly will find any work to do. Finally, if they all say they // had no work, then it is a good time to consider sleeping (waiting) for // more work. bool more_work_is_plausible = state_->delegate->DoWork(); if (state_->should_quit) break; more_work_is_plausible |= WaitForIOCompletion(0, NULL); if (state_->should_quit) break; more_work_is_plausible |= state_->delegate->DoDelayedWork(&delayed_work_time_); if (state_->should_quit) break; if (more_work_is_plausible) continue; more_work_is_plausible = state_->delegate->DoIdleWork(); if (state_->should_quit) break; if (more_work_is_plausible) continue; WaitForWork(); // Wait (sleep) until we have work to do again. } } // Wait until IO completes, up to the time needed by the timer manager to fire // the next set of timers. void MessagePumpForIO::WaitForWork() { // We do not support nested IO message loops. This is to avoid messy // recursion problems. DCHECK_EQ(1, state_->run_depth) << "Cannot nest an IO message loop!"; int timeout = GetCurrentDelay(); if (timeout < 0) // Negative value means no timers waiting. timeout = INFINITE; WaitForIOCompletion(timeout, NULL); } bool MessagePumpForIO::WaitForIOCompletion(DWORD timeout, IOHandler* filter) { IOItem item; if (completed_io_.empty() || !MatchCompletedIOItem(filter, &item)) { // We have to ask the system for another IO completion. if (!GetIOItem(timeout, &item)) return false; if (ProcessInternalIOItem(item)) return true; } if (item.context->handler) { if (filter && item.handler != filter) { // Save this item for later completed_io_.push_back(item); } else { DCHECK_EQ(item.context->handler, item.handler); WillProcessIOEvent(); item.handler->OnIOCompleted(item.context, item.bytes_transfered, item.error); DidProcessIOEvent(); } } else { // The handler must be gone by now, just cleanup the mess. delete item.context; } return true; } // Asks the OS for another IO completion result. bool MessagePumpForIO::GetIOItem(DWORD timeout, IOItem* item) { memset(item, 0, sizeof(*item)); ULONG_PTR key = NULL; OVERLAPPED* overlapped = NULL; if (!GetQueuedCompletionStatus(port_.Get(), &item->bytes_transfered, &key, &overlapped, timeout)) { if (!overlapped) return false; // Nothing in the queue. item->error = GetLastError(); item->bytes_transfered = 0; } item->handler = reinterpret_cast<IOHandler*>(key); item->context = reinterpret_cast<IOContext*>(overlapped); return true; } bool MessagePumpForIO::ProcessInternalIOItem(const IOItem& item) { if (this == reinterpret_cast<MessagePumpForIO*>(item.context) && this == reinterpret_cast<MessagePumpForIO*>(item.handler)) { // This is our internal completion. DCHECK(!item.bytes_transfered); InterlockedExchange(&have_work_, 0); return true; } return false; } // Returns a completion item that was previously received. bool MessagePumpForIO::MatchCompletedIOItem(IOHandler* filter, IOItem* item) { DCHECK(!completed_io_.empty()); for (std::list<IOItem>::iterator it = completed_io_.begin(); it != completed_io_.end(); ++it) { if (!filter || it->handler == filter) { *item = *it; completed_io_.erase(it); return true; } } return false; } void MessagePumpForIO::AddIOObserver(IOObserver *obs) { io_observers_.AddObserver(obs); } void MessagePumpForIO::RemoveIOObserver(IOObserver *obs) { io_observers_.RemoveObserver(obs); } void MessagePumpForIO::WillProcessIOEvent() { FOR_EACH_OBSERVER(IOObserver, io_observers_, WillProcessIOEvent()); } void MessagePumpForIO::DidProcessIOEvent() { FOR_EACH_OBSERVER(IOObserver, io_observers_, DidProcessIOEvent()); } } // namespace base