Index: base/message_pump_win.h |
=================================================================== |
--- base/message_pump_win.h (revision 4870) |
+++ base/message_pump_win.h (working copy) |
@@ -5,10 +5,10 @@ |
#ifndef BASE_MESSAGE_PUMP_WIN_H_ |
#define BASE_MESSAGE_PUMP_WIN_H_ |
-#include <vector> |
- |
#include <windows.h> |
+#include <list> |
+ |
#include "base/lock.h" |
#include "base/message_pump.h" |
#include "base/observer_list.h" |
@@ -17,50 +17,9 @@ |
namespace base { |
-// MessagePumpWin implements a "traditional" Windows message pump. It contains |
-// a nearly infinite loop that peeks out messages, and then dispatches them. |
-// Intermixed with those peeks are callouts to DoWork for pending tasks, |
-// DoDelayedWork for pending timers, and OnObjectSignaled for signaled objects. |
-// When there are no events to be serviced, this pump goes into a wait state. |
-// In most cases, this message pump handles all processing. |
-// |
-// However, when a task, or windows event, invokes on the stack a native dialog |
-// box or such, that window typically provides a bare bones (native?) message |
-// pump. That bare-bones message pump generally supports little more than a |
-// peek of the Windows message queue, followed by a dispatch of the peeked |
-// message. MessageLoop extends that bare-bones message pump to also service |
-// Tasks, at the cost of some complexity. |
-// |
-// The basic structure of the extension (refered to as a sub-pump) is that a |
-// special message, kMsgHaveWork, is repeatedly injected into the Windows |
-// Message queue. Each time the kMsgHaveWork message is peeked, checks are |
-// made for an extended set of events, including the availability of Tasks to |
-// run. |
-// |
-// After running a task, the special message kMsgHaveWork is again posted to |
-// the Windows Message queue, ensuring a future time slice for processing a |
-// future event. To prevent flooding the Windows Message queue, care is taken |
-// to be sure that at most one kMsgHaveWork message is EVER pending in the |
-// Window's Message queue. |
-// |
-// There are a few additional complexities in this system where, when there are |
-// no Tasks to run, this otherwise infinite stream of messages which drives the |
-// sub-pump is halted. The pump is automatically re-started when Tasks are |
-// queued. |
-// |
-// A second complexity is that the presence of this stream of posted tasks may |
-// prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER. |
-// Such paint and timer events always give priority to a posted message, such as |
-// kMsgHaveWork messages. As a result, care is taken to do some peeking in |
-// between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork |
-// is peeked, and before a replacement kMsgHaveWork is posted). |
-// |
-// NOTE: Although it may seem odd that messages are used to start and stop this |
-// flow (as opposed to signaling objects, etc.), it should be understood that |
-// the native message pump will *only* respond to messages. As a result, it is |
-// an excellent choice. It is also helpful that the starter messages that are |
-// placed in the queue when new task arrive also awakens DoRunLoop. |
-// |
+// MessagePumpWin serves as the base for specialized versions of the MessagePump |
+// for Windows. It provides basic functionality like handling of observers and |
+// controlling the lifetime of the message pump. |
class MessagePumpWin : public MessagePump { |
public: |
// An Observer is an object that receives global notifications from the |
@@ -97,8 +56,8 @@ |
virtual bool Dispatch(const MSG& msg) = 0; |
}; |
- MessagePumpWin(); |
- virtual ~MessagePumpWin(); |
+ MessagePumpWin() : have_work_(0), state_(NULL) {} |
+ virtual ~MessagePumpWin() {} |
// Add an Observer, which will start receiving notifications immediately. |
void AddObserver(Observer* observer); |
@@ -112,19 +71,12 @@ |
void WillProcessMessage(const MSG& msg); |
void DidProcessMessage(const MSG& msg); |
- // Applications can call this to encourage us to process all pending WM_PAINT |
- // messages. This method will process all paint messages the Windows Message |
- // queue can provide, up to some fixed number (to avoid any infinite loops). |
- void PumpOutPendingPaintMessages(); |
- |
// Like MessagePump::Run, but MSG objects are routed through dispatcher. |
void RunWithDispatcher(Delegate* delegate, Dispatcher* dispatcher); |
// MessagePump methods: |
virtual void Run(Delegate* delegate) { RunWithDispatcher(delegate, NULL); } |
virtual void Quit(); |
- virtual void ScheduleWork(); |
- virtual void ScheduleDelayedWork(const Time& delayed_work_time); |
protected: |
struct RunState { |
@@ -138,20 +90,9 @@ |
int run_depth; |
}; |
- static LRESULT CALLBACK WndProcThunk( |
- HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); |
virtual void DoRunLoop() = 0; |
- void InitMessageWnd(); |
- void HandleWorkMessage(); |
- void HandleTimerMessage(); |
- bool ProcessNextWindowsMessage(); |
- bool ProcessMessageHelper(const MSG& msg); |
- bool ProcessPumpReplacementMessage(); |
int GetCurrentDelay() const; |
- // A hidden message-only window. |
- HWND message_hwnd_; |
- |
ObserverList<Observer> observers_; |
// The time at which delayed work should run. |
@@ -170,33 +111,164 @@ |
// MessagePumpForUI extends MessagePumpWin with methods that are particular to a |
// MessageLoop instantiated with TYPE_UI. |
// |
+// MessagePumpForUI implements a "traditional" Windows message pump. It contains |
+// a nearly infinite loop that peeks out messages, and then dispatches them. |
+// Intermixed with those peeks are callouts to DoWork for pending tasks, and |
+// DoDelayedWork for pending timers. When there are no events to be serviced, |
+// this pump goes into a wait state. In most cases, this message pump handles |
+// all processing. |
+// |
+// However, when a task, or windows event, invokes on the stack a native dialog |
+// box or such, that window typically provides a bare bones (native?) message |
+// pump. That bare-bones message pump generally supports little more than a |
+// peek of the Windows message queue, followed by a dispatch of the peeked |
+// message. MessageLoop extends that bare-bones message pump to also service |
+// Tasks, at the cost of some complexity. |
+// |
+// The basic structure of the extension (refered to as a sub-pump) is that a |
+// special message, kMsgHaveWork, is repeatedly injected into the Windows |
+// Message queue. Each time the kMsgHaveWork message is peeked, checks are |
+// made for an extended set of events, including the availability of Tasks to |
+// run. |
+// |
+// After running a task, the special message kMsgHaveWork is again posted to |
+// the Windows Message queue, ensuring a future time slice for processing a |
+// future event. To prevent flooding the Windows Message queue, care is taken |
+// to be sure that at most one kMsgHaveWork message is EVER pending in the |
+// Window's Message queue. |
+// |
+// There are a few additional complexities in this system where, when there are |
+// no Tasks to run, this otherwise infinite stream of messages which drives the |
+// sub-pump is halted. The pump is automatically re-started when Tasks are |
+// queued. |
+// |
+// A second complexity is that the presence of this stream of posted tasks may |
+// prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER. |
+// Such paint and timer events always give priority to a posted message, such as |
+// kMsgHaveWork messages. As a result, care is taken to do some peeking in |
+// between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork |
+// is peeked, and before a replacement kMsgHaveWork is posted). |
+// |
+// NOTE: Although it may seem odd that messages are used to start and stop this |
+// flow (as opposed to signaling objects, etc.), it should be understood that |
+// the native message pump will *only* respond to messages. As a result, it is |
+// an excellent choice. It is also helpful that the starter messages that are |
+// placed in the queue when new task arrive also awakens DoRunLoop. |
+// |
class MessagePumpForUI : public MessagePumpWin { |
public: |
- MessagePumpForUI() {} |
- virtual ~MessagePumpForUI() {} |
+ MessagePumpForUI(); |
+ virtual ~MessagePumpForUI(); |
+ |
+ // MessagePump methods: |
+ virtual void ScheduleWork(); |
+ virtual void ScheduleDelayedWork(const Time& delayed_work_time); |
+ |
+ // Applications can call this to encourage us to process all pending WM_PAINT |
+ // messages. This method will process all paint messages the Windows Message |
+ // queue can provide, up to some fixed number (to avoid any infinite loops). |
+ void PumpOutPendingPaintMessages(); |
+ |
private: |
+ static LRESULT CALLBACK WndProcThunk( |
+ HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); |
virtual void DoRunLoop(); |
+ void InitMessageWnd(); |
void WaitForWork(); |
+ void HandleWorkMessage(); |
+ void HandleTimerMessage(); |
+ bool ProcessNextWindowsMessage(); |
+ bool ProcessMessageHelper(const MSG& msg); |
+ bool ProcessPumpReplacementMessage(); |
+ |
+ // A hidden message-only window. |
+ HWND message_hwnd_; |
}; |
//----------------------------------------------------------------------------- |
// MessagePumpForIO extends MessagePumpWin with methods that are particular to a |
-// MessageLoop instantiated with TYPE_IO. |
+// MessageLoop instantiated with TYPE_IO. This version of MessagePump does not |
+// deal with Windows mesagges, and instead has a Run loop based on Completion |
+// Ports so it is better suited for IO operations. |
// |
class MessagePumpForIO : public MessagePumpWin { |
public: |
- // Used with WatchObject to asynchronously monitor the signaled state of a |
- // HANDLE object. |
- class Watcher { |
- public: |
- virtual ~Watcher() {} |
- // Called from MessageLoop::Run when a signalled object is detected. |
- virtual void OnObjectSignaled(HANDLE object) = 0; |
- }; |
+ struct IOContext; |
// Clients interested in receiving OS notifications when asynchronous IO |
// operations complete should implement this interface and register themselves |
// with the message pump. |
+ // |
+ // Typical use #1: |
+ // // Use only when there are no user's buffers involved on the actual IO, |
+ // // so that all the cleanup can be done by the message pump. |
+ // class MyFile : public IOHandler { |
+ // MyFile() { |
+ // ... |
+ // context_ = new IOContext; |
+ // context_->handler = this; |
+ // message_pump->RegisterIOHandler(file_, this); |
+ // } |
+ // ~MyFile() { |
+ // if (pending_) { |
+ // // By setting the handler to NULL, we're asking for this context |
+ // // to be deleted when received, without calling back to us. |
+ // context_->handler = NULL; |
+ // } else { |
+ // delete context_; |
+ // } |
+ // } |
+ // virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, |
+ // DWORD error) { |
+ // pending_ = false; |
+ // } |
+ // void DoSomeIo() { |
+ // ... |
+ // // The only buffer required for this operation is the overlapped |
+ // // structure. |
+ // ConnectNamedPipe(file_, &context_->overlapped); |
+ // pending_ = true; |
+ // } |
+ // bool pending_; |
+ // IOContext* context_; |
+ // HANDLE file_; |
+ // }; |
+ // |
+ // Typical use #2: |
+ // class MyFile : public IOHandler { |
+ // MyFile() { |
+ // ... |
+ // message_pump->RegisterIOHandler(file_, this); |
+ // } |
+ // // Plus some code to make sure that this destructor is not called |
+ // // while there are pending IO operations. |
+ // ~MyFile() { |
+ // } |
+ // virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, |
+ // DWORD error) { |
+ // ... |
+ // delete context; |
+ // } |
+ // void DoSomeIo() { |
+ // ... |
+ // IOContext* context = new IOContext; |
+ // // This is not used for anything. It just prevents the context from |
+ // // being considered "abandoned". |
+ // context->handler = this; |
+ // ReadFile(file_, buffer, num_bytes, &read, &context->overlapped); |
+ // } |
+ // HANDLE file_; |
+ // }; |
+ // |
+ // Typical use #3: |
+ // Same as the previous example, except that in order to deal with the |
+ // requirement stated for the destructor, the class calls WaitForIOCompletion |
+ // from the destructor to block until all IO finishes. |
+ // ~MyFile() { |
+ // while(pending_) |
+ // message_pump->WaitForIOCompletion(INFINITE, this); |
+ // } |
+ // |
class IOHandler { |
public: |
virtual ~IOHandler() {} |
@@ -204,46 +276,66 @@ |
// |context| completes. |error| is the Win32 error code of the IO operation |
// (ERROR_SUCCESS if there was no error). |bytes_transfered| will be zero |
// on error. |
- virtual void OnIOCompleted(OVERLAPPED* context, DWORD bytes_transfered, |
+ virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, |
DWORD error) = 0; |
}; |
- MessagePumpForIO() {} |
+ // The extended context that should be used as the base structure on every |
+ // overlapped IO operation. |handler| must be set to the registered IOHandler |
+ // for the given file when the operation is started, and it can be set to NULL |
+ // before the operation completes to indicate that the handler should not be |
+ // called anymore, and instead, the IOContext should be deleted when the OS |
+ // notifies the completion of this operation. Please remember that any buffers |
+ // involved with an IO operation should be around until the callback is |
+ // received, so this technique can only be used for IO that do not involve |
+ // additional buffers (other than the overlapped structure itself). |
+ struct IOContext { |
+ OVERLAPPED overlapped; |
+ IOHandler* handler; |
+ }; |
+ |
+ MessagePumpForIO(); |
virtual ~MessagePumpForIO() {} |
- // Have the current thread's message loop watch for a signaled object. |
- // Pass a null watcher to stop watching the object. |
- void WatchObject(HANDLE, Watcher*); |
+ // MessagePump methods: |
+ virtual void ScheduleWork(); |
+ virtual void ScheduleDelayedWork(const Time& delayed_work_time); |
// Register the handler to be used when asynchronous IO for the given file |
// completes. The registration persists as long as |file_handle| is valid, so |
// |handler| must be valid as long as there is pending IO for the given file. |
void RegisterIOHandler(HANDLE file_handle, IOHandler* handler); |
- // This is just a throw away function to ease transition to completion ports. |
- // Pass NULL for handler to stop tracking this request. WARNING: cancellation |
- // correctness is the responsibility of the caller. |context| must contain a |
- // valid manual reset event, but the caller should not interact directly with |
- // it. The registration can live across a single IO operation, or it can live |
- // across multiple IO operations without having to reset it after each IO |
- // completion callback. Internally, there will be a WatchObject registration |
- // alive as long as this context registration is in effect. It is an error |
- // to unregister a context that has not been registered before. |
- void RegisterIOContext(OVERLAPPED* context, IOHandler* handler); |
+ // Waits for the next IO completion that should be processed by |filter|, for |
+ // up to |timeout| milliseconds. Return true if any IO operation completed, |
+ // regardless of the involved handler, and false if the timeout expired. If |
+ // the completion port received any message and the involved IO handler |
+ // matches |filter|, the callback is called before returning from this code; |
+ // if the handler is not the one that we are looking for, the callback will |
+ // be postponed for another time, so reentrancy problems can be avoided. |
+ // External use of this method should be reserved for the rare case when the |
+ // caller is willing to allow pausing regular task dispatching on this thread. |
+ bool WaitForIOCompletion(DWORD timeout, IOHandler* filter); |
private: |
+ struct IOItem { |
+ IOHandler* handler; |
+ IOContext* context; |
+ DWORD bytes_transfered; |
+ DWORD error; |
+ }; |
+ |
virtual void DoRunLoop(); |
void WaitForWork(); |
- bool ProcessNextObject(); |
- bool SignalWatcher(size_t object_index); |
+ bool MatchCompletedIOItem(IOHandler* filter, IOItem* item); |
+ bool GetIOItem(DWORD timeout, IOItem* item); |
+ bool ProcessInternalIOItem(const IOItem& item); |
- // A vector of objects (and corresponding watchers) that are routinely |
- // serviced by this message pump. |
- std::vector<HANDLE> objects_; |
- std::vector<Watcher*> watchers_; |
- |
// The completion port associated with this thread. |
ScopedHandle port_; |
+ // This list will be empty almost always. It stores IO completions that have |
+ // not been delivered yet because somebody was doing cleanup. |
+ std::list<IOItem> completed_io_; |
}; |
} // namespace base |