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/*
* libjingle
* Copyright 2004 Google Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef TALK_BASE_THREAD_H_
#define TALK_BASE_THREAD_H_
#include <algorithm>
#include <list>
#include <string>
#include <vector>
#ifdef POSIX
#include <pthread.h>
#endif
#include "talk/base/constructormagic.h"
#include "talk/base/messagequeue.h"
#ifdef WIN32
#include "talk/base/win32.h"
#endif
namespace talk_base {
class Thread;
class ThreadManager {
public:
ThreadManager();
~ThreadManager();
static Thread *CurrentThread();
static void SetCurrent(Thread *thread);
void Add(Thread *thread);
void Remove(Thread *thread);
// Returns a thread object with its thread_ ivar set
// to whatever the OS uses to represent the thread.
// If there already *is* a Thread object corresponding to this thread,
// this method will return that. Otherwise it creates a new Thread
// object whose wrapped() method will return true, and whose
// handle will, on Win32, be opened with only synchronization privileges -
// if you need more privilegs, rather than changing this method, please
// write additional code to adjust the privileges, or call a different
// factory method of your own devising, because this one gets used in
// unexpected contexts (like inside browser plugins) and it would be a
// shame to break it. It is also conceivable on Win32 that we won't even
// be able to get synchronization privileges, in which case the result
// will have a NULL handle.
static Thread *WrapCurrentThread();
static void UnwrapCurrentThread();
static void StopAllThreads_(); // Experimental
private:
Thread *main_thread_;
std::vector<Thread *> threads_;
CriticalSection crit_;
#ifdef POSIX
static pthread_key_t key_;
#endif
#ifdef WIN32
static DWORD key_;
#endif
DISALLOW_COPY_AND_ASSIGN(ThreadManager);
};
class Thread;
struct _SendMessage {
_SendMessage() {}
Thread *thread;
Message msg;
bool *ready;
};
enum ThreadPriority {
PRIORITY_IDLE = -1,
PRIORITY_NORMAL = 0,
PRIORITY_ABOVE_NORMAL = 1,
PRIORITY_HIGH = 2,
};
class Runnable {
public:
virtual ~Runnable() {}
virtual void Run(Thread* thread) = 0;
protected:
Runnable() {}
private:
DISALLOW_COPY_AND_ASSIGN(Runnable);
};
class Thread : public MessageQueue {
public:
Thread(SocketServer* ss = NULL);
virtual ~Thread();
static inline Thread* Current() {
return ThreadManager::CurrentThread();
}
bool IsCurrent() const {
return (ThreadManager::CurrentThread() == this);
}
// Sleeps the calling thread for the specified number of milliseconds, during
// which time no processing is performed. Returns false if sleeping was
// interrupted by a signal (POSIX only).
static bool SleepMs(int millis);
// Sets the thread's name, for debugging. Must be called before Start().
// If |obj| is non-NULL, its value is appended to |name|.
const std::string& name() const { return name_; }
bool SetName(const std::string& name, const void* obj);
// Sets the thread's priority. Must be called before Start().
ThreadPriority priority() const { return priority_; }
bool SetPriority(ThreadPriority priority);
// Starts the execution of the thread.
bool started() const { return started_; }
bool Start(Runnable* runnable = NULL);
// Used for fire-and-forget threads. Deletes this thread object when the
// Run method returns.
void Release() {
delete_self_when_complete_ = true;
}
// Tells the thread to stop and waits until it is joined.
// Never call Stop on the current thread. Instead use the inherited Quit
// function which will exit the base MessageQueue without terminating the
// underlying OS thread.
virtual void Stop();
// By default, Thread::Run() calls ProcessMessages(kForever). To do other
// work, override Run(). To receive and dispatch messages, call
// ProcessMessages occasionally.
virtual void Run();
virtual void Send(MessageHandler *phandler, uint32 id = 0,
MessageData *pdata = NULL);
// From MessageQueue
virtual void Clear(MessageHandler *phandler, uint32 id = MQID_ANY,
MessageList* removed = NULL);
virtual void ReceiveSends();
// ProcessMessages will process I/O and dispatch messages until:
// 1) cms milliseconds have elapsed (returns true)
// 2) Stop() is called (returns false)
bool ProcessMessages(int cms);
// Returns true if this is a thread that we created using the standard
// constructor, false if it was created by a call to
// ThreadManager::WrapCurrentThread(). The main thread of an application
// is generally not owned, since the OS representation of the thread
// obviously exists before we can get to it.
// You cannot call Start on non-owned threads.
bool IsOwned();
#ifdef WIN32
HANDLE GetHandle() {
return thread_;
}
#elif POSIX
pthread_t GetPThread() {
return thread_;
}
#endif
// This method should be called when thread is created using non standard
// method, like derived implementation of talk_base::Thread and it can not be
// started by calling Start(). This will set started flag to true and
// owned to false. This must be called from the current thread.
// NOTE: These methods should be used by the derived classes only, added here
// only for testing.
bool WrapCurrent();
void UnwrapCurrent();
protected:
// Blocks the calling thread until this thread has terminated.
void Join();
private:
static void *PreRun(void *pv);
std::list<_SendMessage> sendlist_;
std::string name_;
ThreadPriority priority_;
bool started_;
bool has_sends_;
#ifdef POSIX
pthread_t thread_;
#endif
#ifdef WIN32
HANDLE thread_;
#endif
bool owned_;
bool delete_self_when_complete_;
friend class ThreadManager;
DISALLOW_COPY_AND_ASSIGN(Thread);
};
// AutoThread automatically installs itself at construction
// uninstalls at destruction, if a Thread object is
// _not already_ associated with the current OS thread.
class AutoThread : public Thread {
public:
AutoThread(SocketServer* ss = 0);
virtual ~AutoThread();
private:
DISALLOW_COPY_AND_ASSIGN(AutoThread);
};
// Win32 extension for threads that need to use COM
#ifdef WIN32
class ComThread : public Thread {
public:
ComThread() {}
protected:
virtual void Run();
private:
DISALLOW_COPY_AND_ASSIGN(ComThread);
};
#endif
// Provides an easy way to install/uninstall a socketserver on a thread.
class SocketServerScope {
public:
explicit SocketServerScope(SocketServer* ss) {
old_ss_ = Thread::Current()->socketserver();
Thread::Current()->set_socketserver(ss);
}
~SocketServerScope() {
Thread::Current()->set_socketserver(old_ss_);
}
private:
SocketServer* old_ss_;
DISALLOW_IMPLICIT_CONSTRUCTORS(SocketServerScope);
};
} // namespace talk_base
#endif // TALK_BASE_THREAD_H_