| // 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. | 
 |  | 
 | // WARNING: You should probably be using Thread (thread.h) instead.  Thread is | 
 | //          Chrome's message-loop based Thread abstraction, and if you are a | 
 | //          thread running in the browser, there will likely be assumptions | 
 | //          that your thread will have an associated message loop. | 
 | // | 
 | // This is a simple thread interface that backs to a native operating system | 
 | // thread.  You should use this only when you want a thread that does not have | 
 | // an associated MessageLoop.  Unittesting is the best example of this. | 
 | // | 
 | // The simplest interface to use is DelegateSimpleThread, which will create | 
 | // a new thread, and execute the Delegate's virtual Run() in this new thread | 
 | // until it has completed, exiting the thread. | 
 | // | 
 | // NOTE: You *MUST* call Join on the thread to clean up the underlying thread | 
 | // resources.  You are also responsible for destructing the SimpleThread object. | 
 | // It is invalid to destroy a SimpleThread while it is running, or without | 
 | // Start() having been called (and a thread never created).  The Delegate | 
 | // object should live as long as a DelegateSimpleThread. | 
 | // | 
 | // Thread Safety: A SimpleThread is not completely thread safe.  It is safe to | 
 | // access it from the creating thread or from the newly created thread.  This | 
 | // implies that the creator thread should be the thread that calls Join. | 
 | // | 
 | // Example: | 
 | //   class MyThreadRunner : public DelegateSimpleThread::Delegate { ... }; | 
 | //   MyThreadRunner runner; | 
 | //   DelegateSimpleThread thread(&runner, "good_name_here"); | 
 | //   thread.Start(); | 
 | //   // Start will return after the Thread has been successfully started and | 
 | //   // initialized.  The newly created thread will invoke runner->Run(), and | 
 | //   // run until it returns. | 
 | //   thread.Join();  // Wait until the thread has exited.  You *MUST* Join! | 
 | //   // The SimpleThread object is still valid, however you may not call Join | 
 | //   // or Start again. | 
 |  | 
 | #ifndef BASE_THREADING_SIMPLE_THREAD_H_ | 
 | #define BASE_THREADING_SIMPLE_THREAD_H_ | 
 |  | 
 | #include <string> | 
 | #include <queue> | 
 | #include <vector> | 
 |  | 
 | #include "base/base_export.h" | 
 | #include "base/basictypes.h" | 
 | #include "base/compiler_specific.h" | 
 | #include "base/threading/platform_thread.h" | 
 | #include "base/synchronization/lock.h" | 
 | #include "base/synchronization/waitable_event.h" | 
 |  | 
 | namespace base { | 
 |  | 
 | // This is the base SimpleThread.  You can derive from it and implement the | 
 | // virtual Run method, or you can use the DelegateSimpleThread interface. | 
 | class BASE_EXPORT SimpleThread : public PlatformThread::Delegate { | 
 |  public: | 
 |   class BASE_EXPORT Options { | 
 |    public: | 
 |     Options() : stack_size_(0), priority_(kThreadPriority_Default), | 
 |         affinity_(kNoThreadAffinity) { } | 
 |     Options(size_t stack_size, ThreadPriority priority) | 
 |         : stack_size_(stack_size), priority_(priority), | 
 |         affinity_(kNoThreadAffinity) { } | 
 |     Options(size_t stack_size, ThreadPriority priority, ThreadAffinity affinity) | 
 |         : stack_size_(stack_size), priority_(priority), affinity_(affinity) { } | 
 |     ~Options() { } | 
 |  | 
 |     // We use the standard compiler-supplied copy constructor. | 
 |  | 
 |     // A custom stack size, or 0 for the system default. | 
 |     void set_stack_size(size_t size) { stack_size_ = size; } | 
 |     size_t stack_size() const { return stack_size_; } | 
 |  | 
 |     // Thread priority | 
 |     void set_priority(ThreadPriority priority) { priority_ = priority; } | 
 |     ThreadPriority priority() const { return priority_; } | 
 |  | 
 |     // Core affinity | 
 |     void set_affinity(ThreadAffinity affinity) { affinity_ = affinity; } | 
 |     ThreadAffinity affinity() const { return affinity_; } | 
 |  | 
 |    private: | 
 |     size_t stack_size_; | 
 |     ThreadPriority priority_; | 
 |     ThreadAffinity affinity_; | 
 |   }; | 
 |  | 
 |   // Create a SimpleThread.  |options| should be used to manage any specific | 
 |   // configuration involving the thread creation and management. | 
 |   // Every thread has a name, in the form of |name_prefix|/TID, for example | 
 |   // "my_thread/321".  The thread will not be created until Start() is called. | 
 |   explicit SimpleThread(const std::string& name_prefix); | 
 |   SimpleThread(const std::string& name_prefix, const Options& options); | 
 |  | 
 |   virtual ~SimpleThread(); | 
 |  | 
 |   virtual void Start(); | 
 |   virtual void Join(); | 
 |  | 
 |   // Subclasses should override the Run method. | 
 |   virtual void Run() = 0; | 
 |  | 
 |   // Return the thread name prefix, or "unnamed" if none was supplied. | 
 |   std::string name_prefix() { return name_prefix_; } | 
 |  | 
 |   // Return the completed name including TID, only valid after Start(). | 
 |   std::string name() { return name_; } | 
 |  | 
 |   // The native thread handle. | 
 |   PlatformThreadHandle thread_handle() { return thread_; } | 
 |  | 
 |   // Return the thread id, only valid after Start(). | 
 |   PlatformThreadId tid() { return tid_; } | 
 |  | 
 |   // Return True if Start() has ever been called. | 
 |   bool HasBeenStarted(); | 
 |  | 
 |   // Return True if Join() has evern been called. | 
 |   bool HasBeenJoined() { return joined_; } | 
 |  | 
 |   // Overridden from PlatformThread::Delegate: | 
 |   virtual void ThreadMain() override; | 
 |  | 
 |   // Only set priorities with a careful understanding of the consequences. | 
 |   // This is meant for very limited use cases. | 
 |   void SetThreadPriority(ThreadPriority priority) { | 
 |     PlatformThread::SetThreadPriority(thread_, priority); | 
 |   } | 
 |  | 
 |  private: | 
 |   const std::string name_prefix_; | 
 |   std::string name_; | 
 |   const Options options_; | 
 |   PlatformThreadHandle thread_;  // PlatformThread handle, invalid after Join! | 
 |   WaitableEvent event_;          // Signaled if Start() was ever called. | 
 |   PlatformThreadId tid_;         // The backing thread's id. | 
 |   bool joined_;                  // True if Join has been called. | 
 | }; | 
 |  | 
 | class BASE_EXPORT DelegateSimpleThread : public SimpleThread { | 
 |  public: | 
 |   class BASE_EXPORT Delegate { | 
 |    public: | 
 |     Delegate() { } | 
 |     virtual ~Delegate() { } | 
 |     virtual void Run() = 0; | 
 |   }; | 
 |  | 
 |   DelegateSimpleThread(Delegate* delegate, | 
 |                        const std::string& name_prefix); | 
 |   DelegateSimpleThread(Delegate* delegate, | 
 |                        const std::string& name_prefix, | 
 |                        const Options& options); | 
 |  | 
 |   virtual ~DelegateSimpleThread(); | 
 |   virtual void Run() override; | 
 |  private: | 
 |   Delegate* delegate_; | 
 | }; | 
 |  | 
 | // DelegateSimpleThreadPool allows you to start up a fixed number of threads, | 
 | // and then add jobs which will be dispatched to the threads.  This is | 
 | // convenient when you have a lot of small work that you want done | 
 | // multi-threaded, but don't want to spawn a thread for each small bit of work. | 
 | // | 
 | // You just call AddWork() to add a delegate to the list of work to be done. | 
 | // JoinAll() will make sure that all outstanding work is processed, and wait | 
 | // for everything to finish.  You can reuse a pool, so you can call Start() | 
 | // again after you've called JoinAll(). | 
 | class BASE_EXPORT DelegateSimpleThreadPool | 
 |     : public DelegateSimpleThread::Delegate { | 
 |  public: | 
 |   typedef DelegateSimpleThread::Delegate Delegate; | 
 |  | 
 |   DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads); | 
 |   virtual ~DelegateSimpleThreadPool(); | 
 |  | 
 |   // Start up all of the underlying threads, and start processing work if we | 
 |   // have any. | 
 |   void Start(); | 
 |  | 
 |   // Make sure all outstanding work is finished, and wait for and destroy all | 
 |   // of the underlying threads in the pool. | 
 |   void JoinAll(); | 
 |  | 
 |   // It is safe to AddWork() any time, before or after Start(). | 
 |   // Delegate* should always be a valid pointer, NULL is reserved internally. | 
 |   void AddWork(Delegate* work, int repeat_count); | 
 |   void AddWork(Delegate* work) { | 
 |     AddWork(work, 1); | 
 |   } | 
 |  | 
 |   // We implement the Delegate interface, for running our internal threads. | 
 |   virtual void Run() override; | 
 |  | 
 |  private: | 
 |   const std::string name_prefix_; | 
 |   int num_threads_; | 
 |   std::vector<DelegateSimpleThread*> threads_; | 
 |   std::queue<Delegate*> delegates_; | 
 |   base::Lock lock_;            // Locks delegates_ | 
 |   WaitableEvent dry_;    // Not signaled when there is no work to do. | 
 | }; | 
 |  | 
 | }  // namespace base | 
 |  | 
 | #endif  // BASE_THREADING_SIMPLE_THREAD_H_ |