// 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. // WARNING: You should *NOT* be using this class directly. PlatformThread is // the low-level platform-specific abstraction to the OS's threading interface. // You should instead be using a message-loop driven Thread, see thread.h. #ifndef BASE_THREADING_PLATFORM_THREAD_H_ #define BASE_THREADING_PLATFORM_THREAD_H_ #include "base/base_export.h" #include "base/basictypes.h" #include "base/time/time.h" #include "build/build_config.h" #if defined(OS_WIN) #include <windows.h> #elif defined(OS_POSIX) #include <pthread.h> #include <unistd.h> #endif namespace base { // Used for logging. Always an integer value. #if defined(OS_WIN) typedef DWORD PlatformThreadId; #elif defined(OS_POSIX) typedef pid_t PlatformThreadId; #endif // Used for thread checking and debugging. // Meant to be as fast as possible. // These are produced by PlatformThread::CurrentRef(), and used to later // check if we are on the same thread or not by using ==. These are safe // to copy between threads, but can't be copied to another process as they // have no meaning there. Also, the internal identifier can be re-used // after a thread dies, so a PlatformThreadRef cannot be reliably used // to distinguish a new thread from an old, dead thread. class PlatformThreadRef { public: #if defined(OS_WIN) typedef DWORD RefType; #elif defined(OS_POSIX) typedef pthread_t RefType; #endif PlatformThreadRef() : id_(0) { } explicit PlatformThreadRef(RefType id) : id_(id) { } bool operator==(PlatformThreadRef other) const { return id_ == other.id_; } bool is_null() const { return id_ == 0; } private: RefType id_; }; // Used to operate on threads. class PlatformThreadHandle { public: #if defined(OS_WIN) typedef void* Handle; #elif defined(OS_POSIX) typedef pthread_t Handle; #endif PlatformThreadHandle() : handle_(0), id_(0) { } explicit PlatformThreadHandle(Handle handle) : handle_(handle), id_(0) { } PlatformThreadHandle(Handle handle, PlatformThreadId id) : handle_(handle), id_(id) { } bool is_equal(const PlatformThreadHandle& other) const { return handle_ == other.handle_; } bool is_null() const { return !handle_; } Handle platform_handle() const { return handle_; } private: friend class PlatformThread; Handle handle_; PlatformThreadId id_; }; const PlatformThreadId kInvalidThreadId(0); // Valid values for SetThreadPriority() enum ThreadPriority{ kThreadPriority_Normal, // Suitable for low-latency, glitch-resistant audio. kThreadPriority_RealtimeAudio, // Suitable for threads which generate data for the display (at ~60Hz). kThreadPriority_Display, // Suitable for threads that shouldn't disrupt high priority work. kThreadPriority_Background }; // A namespace for low-level thread functions. class BASE_EXPORT PlatformThread { public: // Implement this interface to run code on a background thread. Your // ThreadMain method will be called on the newly created thread. class BASE_EXPORT Delegate { public: virtual void ThreadMain() = 0; protected: virtual ~Delegate() {} }; // Gets the current thread id, which may be useful for logging purposes. static PlatformThreadId CurrentId(); // Gets the current thread reference, which can be used to check if // we're on the right thread quickly. static PlatformThreadRef CurrentRef(); // Get the current handle. static PlatformThreadHandle CurrentHandle(); // Yield the current thread so another thread can be scheduled. static void YieldCurrentThread(); // Sleeps for the specified duration. static void Sleep(base::TimeDelta duration); // Sets the thread name visible to debuggers/tools. This has no effect // otherwise. This name pointer is not copied internally. Thus, it must stay // valid until the thread ends. static void SetName(const char* name); // Gets the thread name, if previously set by SetName. static const char* GetName(); // Creates a new thread. The |stack_size| parameter can be 0 to indicate // that the default stack size should be used. Upon success, // |*thread_handle| will be assigned a handle to the newly created thread, // and |delegate|'s ThreadMain method will be executed on the newly created // thread. // NOTE: When you are done with the thread handle, you must call Join to // release system resources associated with the thread. You must ensure that // the Delegate object outlives the thread. static bool Create(size_t stack_size, Delegate* delegate, PlatformThreadHandle* thread_handle); // CreateWithPriority() does the same thing as Create() except the priority of // the thread is set based on |priority|. Can be used in place of Create() // followed by SetThreadPriority(). SetThreadPriority() has not been // implemented on the Linux platform yet, this is the only way to get a high // priority thread on Linux. static bool CreateWithPriority(size_t stack_size, Delegate* delegate, PlatformThreadHandle* thread_handle, ThreadPriority priority); // CreateNonJoinable() does the same thing as Create() except the thread // cannot be Join()'d. Therefore, it also does not output a // PlatformThreadHandle. static bool CreateNonJoinable(size_t stack_size, Delegate* delegate); // Joins with a thread created via the Create function. This function blocks // the caller until the designated thread exits. This will invalidate // |thread_handle|. static void Join(PlatformThreadHandle thread_handle); static void SetThreadPriority(PlatformThreadHandle handle, ThreadPriority priority); private: DISALLOW_IMPLICIT_CONSTRUCTORS(PlatformThread); }; } // namespace base #endif // BASE_THREADING_PLATFORM_THREAD_H_