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Unified Diff: base/message_pump_win.h

Issue 8156: Switch MessagePumpForIO to use completion ports on Windows.... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 12 years, 1 month ago
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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
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