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Side by Side Diff: base/win/object_watcher.h

Issue 1350023003: Add a Mojo EDK for Chrome that uses one OS pipe per message pipe. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 5 years, 3 months ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef BASE_WIN_OBJECT_WATCHER_H_ 5 #ifndef BASE_WIN_OBJECT_WATCHER_H_
6 #define BASE_WIN_OBJECT_WATCHER_H_ 6 #define BASE_WIN_OBJECT_WATCHER_H_
7 7
8 #include <windows.h> 8 #include <windows.h>
9 9
10 #include "base/base_export.h" 10 #include "base/base_export.h"
11 #include "base/callback.h" 11 #include "base/callback.h"
12 #include "base/memory/weak_ptr.h" 12 #include "base/memory/weak_ptr.h"
13 #include "base/message_loop/message_loop.h" 13 #include "base/message_loop/message_loop.h"
14 14
15 namespace base { 15 namespace base {
16 namespace win { 16 namespace win {
17 17
18 // A class that provides a means to asynchronously wait for a Windows object to 18 // A class that provides a means to asynchronously wait for a Windows object to
19 // become signaled. It is an abstraction around RegisterWaitForSingleObject 19 // become signaled. It is an abstraction around RegisterWaitForSingleObject
20 // that provides a notification callback, OnObjectSignaled, that runs back on 20 // that provides a notification callback, OnObjectSignaled, that runs back on
21 // the origin thread (i.e., the thread that called StartWatching). 21 // the origin thread (i.e., the thread that called StartWatching).
22 // 22 //
23 // This class acts like a smart pointer such that when it goes out-of-scope, 23 // This class acts like a smart pointer such that when it goes out-of-scope,
24 // UnregisterWaitEx is automatically called, and any in-flight notification is 24 // UnregisterWaitEx is automatically called, and any in-flight notification is
25 // suppressed. 25 // suppressed.
26 // 26 //
27 // Typical usage: 27 // Typical usage:
28 // 28 //
29 // class MyClass : public base::ObjectWatcher::Delegate { 29 // class MyClass : public base::win::ObjectWatcher::Delegate {
30 // public: 30 // public:
31 // void DoStuffWhenSignaled(HANDLE object) { 31 // void DoStuffWhenSignaled(HANDLE object) {
32 // watcher_.StartWatching(object, this); 32 // watcher_.StartWatching(object, this);
33 // } 33 // }
34 // virtual void OnObjectSignaled(HANDLE object) { 34 // void OnObjectSignaled(HANDLE object) override {
35 // // OK, time to do stuff! 35 // // OK, time to do stuff!
36 // } 36 // }
37 // private: 37 // private:
38 // base::ObjectWatcher watcher_; 38 // base::win::ObjectWatcher watcher_;
39 // }; 39 // };
40 // 40 //
41 // In the above example, MyClass wants to "do stuff" when object becomes 41 // In the above example, MyClass wants to "do stuff" when object becomes
42 // signaled. ObjectWatcher makes this task easy. When MyClass goes out of 42 // signaled. ObjectWatcher makes this task easy. When MyClass goes out of
43 // scope, the watcher_ will be destroyed, and there is no need to worry about 43 // scope, the watcher_ will be destroyed, and there is no need to worry about
44 // OnObjectSignaled being called on a deleted MyClass pointer. Easy! 44 // OnObjectSignaled being called on a deleted MyClass pointer. Easy!
45 // If the object is already signaled before being watched, OnObjectSignaled is 45 // If the object is already signaled before being watched, OnObjectSignaled is
46 // still called after (but not necessarily immediately after) watch is started. 46 // still called after (but not necessarily immediately after) watch is started.
47 // 47 //
48 class BASE_EXPORT ObjectWatcher : public MessageLoop::DestructionObserver { 48 class BASE_EXPORT ObjectWatcher : public MessageLoop::DestructionObserver {
49 public: 49 public:
50 class BASE_EXPORT Delegate { 50 class BASE_EXPORT Delegate {
51 public: 51 public:
52 virtual ~Delegate() {} 52 virtual ~Delegate() {}
53 // Called from the MessageLoop when a signaled object is detected. To 53 // Called from the MessageLoop when a signaled object is detected. To
54 // continue watching the object, StartWatching must be called again. 54 // continue watching the object, StartWatching must be called again.
55 virtual void OnObjectSignaled(HANDLE object) = 0; 55 virtual void OnObjectSignaled(HANDLE object) = 0;
56 }; 56 };
57 57
58 ObjectWatcher(); 58 ObjectWatcher();
59 ~ObjectWatcher() override; 59 ~ObjectWatcher() override;
60 60
61 // When the object is signaled, the given delegate is notified on the thread 61 // When the object is signaled, the given delegate is notified on the thread
62 // where StartWatching is called. The ObjectWatcher is not responsible for 62 // where StartWatching is called. The ObjectWatcher is not responsible for
63 // deleting the delegate. 63 // deleting the delegate.
64 // If |wait_many| is true, then this calls the callback each time it's
yzshen1 2015/09/23 22:47:08 I feel that "execute_only_once" may be more clear,
65 // signalled.
64 // 66 //
65 // Returns true if the watch was started. Otherwise, false is returned. 67 // Returns true if the watch was started. Otherwise, false is returned.
66 // 68 //
67 bool StartWatching(HANDLE object, Delegate* delegate); 69 bool StartWatching(HANDLE object, Delegate* delegate, bool wait_many);
68 70
69 // Stops watching. Does nothing if the watch has already completed. If the 71 // Stops watching. Does nothing if the watch has already completed. If the
70 // watch is still active, then it is canceled, and the associated delegate is 72 // watch is still active, then it is canceled, and the associated delegate is
71 // not notified. 73 // not notified.
72 // 74 //
73 // Returns true if the watch was canceled. Otherwise, false is returned. 75 // Returns true if the watch was canceled. Otherwise, false is returned.
74 // 76 //
75 bool StopWatching(); 77 bool StopWatching();
76 78
77 // Returns true if currently watching an object. 79 // Returns true if currently watching an object.
78 bool IsWatching() const; 80 bool IsWatching() const;
79 81
80 // Returns the handle of the object being watched. 82 // Returns the handle of the object being watched.
81 HANDLE GetWatchedObject() const; 83 HANDLE GetWatchedObject() const;
82 84
83 private: 85 private:
84 // Called on a background thread when done waiting. 86 // Called on a background thread when done waiting.
85 static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out); 87 static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
86 88
87 void Signal(Delegate* delegate); 89 void Signal(Delegate* delegate);
88 90
89 // MessageLoop::DestructionObserver implementation: 91 // MessageLoop::DestructionObserver implementation:
90 void WillDestroyCurrentMessageLoop() override; 92 void WillDestroyCurrentMessageLoop() override;
91 93
92 // Internal state. 94 // Internal state.
93 Closure callback_; 95 Closure callback_;
94 HANDLE object_; // The object being watched 96 HANDLE object_; // The object being watched
95 HANDLE wait_object_; // Returned by RegisterWaitForSingleObject 97 HANDLE wait_object_; // Returned by RegisterWaitForSingleObject
96 MessageLoop* origin_loop_; // Used to get back to the origin thread 98 MessageLoop* origin_loop_; // Used to get back to the origin thread
97 99 bool wait_many_;
98 WeakPtrFactory<ObjectWatcher> weak_factory_; 100 WeakPtrFactory<ObjectWatcher> weak_factory_;
99 101
100 DISALLOW_COPY_AND_ASSIGN(ObjectWatcher); 102 DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
101 }; 103 };
102 104
103 } // namespace win 105 } // namespace win
104 } // namespace base 106 } // namespace base
105 107
106 #endif // BASE_WIN_OBJECT_WATCHER_H_ 108 #endif // BASE_WIN_OBJECT_WATCHER_H_
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