/* * Copyright 2004 The WebRTC Project Authors. All rights reserved. * * Use of this source code is governed by a BSD-style license * that can be found in the LICENSE file in the root of the source * tree. An additional intellectual property rights grant can be found * in the file PATENTS. All contributing project authors may * be found in the AUTHORS file in the root of the source tree. */ #ifndef WEBRTC_BASE_TASK_H__ #define WEBRTC_BASE_TASK_H__ #include <string> #include "webrtc/base/basictypes.h" #include "webrtc/base/scoped_ptr.h" #include "webrtc/base/sigslot.h" #include "webrtc/base/taskparent.h" ///////////////////////////////////////////////////////////////////// // // TASK // ///////////////////////////////////////////////////////////////////// // // Task is a state machine infrastructure. States are pushed forward by // pushing forwards a TaskRunner that holds on to all Tasks. The purpose // of Task is threefold: // // (1) It manages ongoing work on the UI thread. Multitasking without // threads, keeping it easy, keeping it real. :-) It does this by // organizing a set of states for each task. When you return from your // Process*() function, you return an integer for the next state. You do // not go onto the next state yourself. Every time you enter a state, // you check to see if you can do anything yet. If not, you return // STATE_BLOCKED. If you _could_ do anything, do not return // STATE_BLOCKED - even if you end up in the same state, return // STATE_mysamestate. When you are done, return STATE_DONE and then the // task will self-delete sometime afterwards. // // (2) It helps you avoid all those reentrancy problems when you chain // too many triggers on one thread. Basically if you want to tell a task // to process something for you, you feed your task some information and // then you Wake() it. Don't tell it to process it right away. If it // might be working on something as you send it information, you may want // to have a queue in the task. // // (3) Finally it helps manage parent tasks and children. If a parent // task gets aborted, all the children tasks are too. The nice thing // about this, for example, is if you have one parent task that // represents, say, and Xmpp connection, then you can spawn a whole bunch // of infinite lifetime child tasks and now worry about cleaning them up. // When the parent task goes to STATE_DONE, the task engine will make // sure all those children are aborted and get deleted. // // Notice that Task has a few built-in states, e.g., // // STATE_INIT - the task isn't running yet // STATE_START - the task is in its first state // STATE_RESPONSE - the task is in its second state // STATE_DONE - the task is done // // STATE_ERROR - indicates an error - we should audit the error code in // light of any usage of it to see if it should be improved. When I // first put down the task stuff I didn't have a good sense of what was // needed for Abort and Error, and now the subclasses of Task will ground // the design in a stronger way. // // STATE_NEXT - the first undefined state number. (like WM_USER) - you // can start defining more task states there. // // When you define more task states, just override Process(int state) and // add your own switch statement. If you want to delegate to // Task::Process, you can effectively delegate to its switch statement. // No fancy method pointers or such - this is all just pretty low tech, // easy to debug, and fast. // // Also notice that Task has some primitive built-in timeout functionality. // // A timeout is defined as "the task stays in STATE_BLOCKED longer than // timeout_seconds_." // // Descendant classes can override this behavior by calling the // various protected methods to change the timeout behavior. For // instance, a descendand might call SuspendTimeout() when it knows // that it isn't waiting for anything that might timeout, but isn't // yet in the STATE_DONE state. // namespace rtc { // Executes a sequence of steps class Task : public TaskParent { public: Task(TaskParent *parent); virtual ~Task(); int32 unique_id() { return unique_id_; } void Start(); void Step(); int GetState() const { return state_; } bool HasError() const { return (GetState() == STATE_ERROR); } bool Blocked() const { return blocked_; } bool IsDone() const { return done_; } int64 ElapsedTime(); // Called from outside to stop task without any more callbacks void Abort(bool nowake = false); bool TimedOut(); int64 timeout_time() const { return timeout_time_; } int timeout_seconds() const { return timeout_seconds_; } void set_timeout_seconds(int timeout_seconds); sigslot::signal0<> SignalTimeout; // Called inside the task to signal that the task may be unblocked void Wake(); protected: enum { STATE_BLOCKED = -1, STATE_INIT = 0, STATE_START = 1, STATE_DONE = 2, STATE_ERROR = 3, STATE_RESPONSE = 4, STATE_NEXT = 5, // Subclasses which need more states start here and higher }; // Called inside to advise that the task should wake and signal an error void Error(); int64 CurrentTime(); virtual std::string GetStateName(int state) const; virtual int Process(int state); virtual void Stop(); virtual int ProcessStart() = 0; virtual int ProcessResponse() { return STATE_DONE; } void ResetTimeout(); void ClearTimeout(); void SuspendTimeout(); void ResumeTimeout(); protected: virtual int OnTimeout() { // by default, we are finished after timing out return STATE_DONE; } private: void Done(); int state_; bool blocked_; bool done_; bool aborted_; bool busy_; bool error_; int64 start_time_; int64 timeout_time_; int timeout_seconds_; bool timeout_suspended_; int32 unique_id_; static int32 unique_id_seed_; }; } // namespace rtc #endif // WEBRTC_BASE_TASK_H__