| // Copyright 2011 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef BASE_WIN_OBJECT_WATCHER_H_ |
| #define BASE_WIN_OBJECT_WATCHER_H_ |
| |
| #include "base/win/windows_types.h" |
| |
| #include "base/base_export.h" |
| #include "base/functional/callback.h" |
| #include "base/memory/ref_counted.h" |
| #include "base/memory/weak_ptr.h" |
| #include "base/task/sequenced_task_runner.h" |
| |
| namespace base { |
| namespace win { |
| |
| // A class that provides a means to asynchronously wait for a Windows object to |
| // become signaled. It is an abstraction around RegisterWaitForSingleObject |
| // that provides a notification callback, OnObjectSignaled, that runs back on |
| // the origin sequence (i.e., the sequence that called StartWatching). |
| // |
| // This class acts like a smart pointer such that when it goes out-of-scope, |
| // UnregisterWaitEx is automatically called, and any in-flight notification is |
| // suppressed. |
| // |
| // The waiting handle MUST NOT be closed while watching is in progress. If this |
| // handle is closed while the wait is still pending, the behavior is undefined |
| // (see MSDN:RegisterWaitForSingleObject). |
| // |
| // Typical usage: |
| // |
| // class MyClass : public base::win::ObjectWatcher::Delegate { |
| // public: |
| // void DoStuffWhenSignaled(HANDLE object) { |
| // watcher_.StartWatchingOnce(object, this); |
| // } |
| // void OnObjectSignaled(HANDLE object) override { |
| // // OK, time to do stuff! |
| // } |
| // private: |
| // base::win::ObjectWatcher watcher_; |
| // }; |
| // |
| // In the above example, MyClass wants to "do stuff" when object becomes |
| // signaled. ObjectWatcher makes this task easy. When MyClass goes out of |
| // scope, the watcher_ will be destroyed, and there is no need to worry about |
| // OnObjectSignaled being called on a deleted MyClass pointer. Easy! |
| // If the object is already signaled before being watched, OnObjectSignaled is |
| // still called after (but not necessarily immediately after) watch is started. |
| // |
| // NOTE: Except for the constructor, all public methods of this class must be |
| // called in sequence, in a scope where |
| // SequencedTaskRunner::HasCurrentDefault(). |
| class BASE_EXPORT ObjectWatcher { |
| public: |
| class BASE_EXPORT Delegate { |
| public: |
| virtual ~Delegate() = default; |
| // Called from the sequence that started the watch when a signaled object is |
| // detected. To continue watching the object, StartWatching must be called |
| // again. |
| virtual void OnObjectSignaled(HANDLE object) = 0; |
| }; |
| |
| ObjectWatcher(); |
| |
| ObjectWatcher(const ObjectWatcher&) = delete; |
| ObjectWatcher& operator=(const ObjectWatcher&) = delete; |
| |
| ~ObjectWatcher(); |
| |
| // When the object is signaled, the given delegate is notified on the sequence |
| // where StartWatchingOnce is called. The ObjectWatcher is not responsible for |
| // deleting the delegate. |
| // Returns whether watching was successfully initiated. |
| bool StartWatchingOnce(HANDLE object, |
| Delegate* delegate, |
| const Location& from_here = Location::Current()); |
| |
| // Notifies the delegate, on the sequence where this method is called, each |
| // time the object is set. By definition, the handle must be an auto-reset |
| // object. The caller must ensure that it (or any Windows system code) doesn't |
| // reset the event or else the delegate won't be called. |
| // Returns whether watching was successfully initiated. |
| bool StartWatchingMultipleTimes( |
| HANDLE object, |
| Delegate* delegate, |
| const Location& from_here = Location::Current()); |
| |
| // Stops watching. Does nothing if the watch has already completed. If the |
| // watch is still active, then it is canceled, and the associated delegate is |
| // not notified. |
| // |
| // Returns true if the watch was canceled. Otherwise, false is returned. |
| bool StopWatching(); |
| |
| // Returns true if currently watching an object. |
| bool IsWatching() const; |
| |
| // Returns the handle of the object being watched. |
| HANDLE GetWatchedObject() const; |
| |
| private: |
| // Called on a background thread when done waiting. |
| static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out); |
| |
| // Helper used by StartWatchingOnce and StartWatchingMultipleTimes. |
| bool StartWatchingInternal(HANDLE object, |
| Delegate* delegate, |
| bool execute_only_once, |
| const Location& from_here); |
| |
| void Signal(Delegate* delegate); |
| |
| void Reset(); |
| |
| Location location_; |
| |
| // A callback pre-bound to Signal() that is posted to the caller's task runner |
| // when the wait completes. |
| RepeatingClosure callback_; |
| |
| // The object being watched. |
| HANDLE object_ = nullptr; |
| |
| // The wait handle returned by RegisterWaitForSingleObject. |
| HANDLE wait_object_ = nullptr; |
| |
| // The task runner of the sequence on which the watch was started. |
| scoped_refptr<SequencedTaskRunner> task_runner_; |
| |
| bool run_once_ = true; |
| |
| WeakPtrFactory<ObjectWatcher> weak_factory_{this}; |
| }; |
| |
| } // namespace win |
| } // namespace base |
| |
| #endif // BASE_WIN_OBJECT_WATCHER_H_ |