Index: base/win/object_watcher.cc |
diff --git a/base/win/object_watcher.cc b/base/win/object_watcher.cc |
deleted file mode 100644 |
index 5ebe1856d3182aec93dd97e08f712f761d5bbbf9..0000000000000000000000000000000000000000 |
--- a/base/win/object_watcher.cc |
+++ /dev/null |
@@ -1,115 +0,0 @@ |
-// Copyright (c) 2012 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. |
- |
-#include "base/win/object_watcher.h" |
- |
-#include "base/bind.h" |
-#include "base/logging.h" |
- |
-namespace base { |
-namespace win { |
- |
-//----------------------------------------------------------------------------- |
- |
-ObjectWatcher::ObjectWatcher() |
- : object_(NULL), |
- wait_object_(NULL), |
- origin_loop_(NULL), |
- weak_factory_(this) { |
-} |
- |
-ObjectWatcher::~ObjectWatcher() { |
- StopWatching(); |
-} |
- |
-bool ObjectWatcher::StartWatching(HANDLE object, Delegate* delegate) { |
- CHECK(delegate); |
- if (wait_object_) { |
- NOTREACHED() << "Already watching an object"; |
- return false; |
- } |
- |
- // Since our job is to just notice when an object is signaled and report the |
- // result back to this thread, we can just run on a Windows wait thread. |
- DWORD wait_flags = WT_EXECUTEINWAITTHREAD | WT_EXECUTEONLYONCE; |
- |
- // DoneWaiting can be synchronously called from RegisterWaitForSingleObject, |
- // so set up all state now. |
- callback_ = base::Bind(&ObjectWatcher::Signal, weak_factory_.GetWeakPtr(), |
- delegate); |
- object_ = object; |
- origin_loop_ = MessageLoop::current(); |
- |
- if (!RegisterWaitForSingleObject(&wait_object_, object, DoneWaiting, |
- this, INFINITE, wait_flags)) { |
- DPLOG(FATAL) << "RegisterWaitForSingleObject failed"; |
- object_ = NULL; |
- wait_object_ = NULL; |
- return false; |
- } |
- |
- // We need to know if the current message loop is going away so we can |
- // prevent the wait thread from trying to access a dead message loop. |
- MessageLoop::current()->AddDestructionObserver(this); |
- return true; |
-} |
- |
-bool ObjectWatcher::StopWatching() { |
- if (!wait_object_) |
- return false; |
- |
- // Make sure ObjectWatcher is used in a single-threaded fashion. |
- DCHECK_EQ(origin_loop_, MessageLoop::current()); |
- |
- // Blocking call to cancel the wait. Any callbacks already in progress will |
- // finish before we return from this call. |
- if (!UnregisterWaitEx(wait_object_, INVALID_HANDLE_VALUE)) { |
- DPLOG(FATAL) << "UnregisterWaitEx failed"; |
- return false; |
- } |
- |
- weak_factory_.InvalidateWeakPtrs(); |
- object_ = NULL; |
- wait_object_ = NULL; |
- |
- MessageLoop::current()->RemoveDestructionObserver(this); |
- return true; |
-} |
- |
-bool ObjectWatcher::IsWatching() const { |
- return object_ != NULL; |
-} |
- |
-HANDLE ObjectWatcher::GetWatchedObject() const { |
- return object_; |
-} |
- |
-// static |
-void CALLBACK ObjectWatcher::DoneWaiting(void* param, BOOLEAN timed_out) { |
- DCHECK(!timed_out); |
- |
- // The destructor blocks on any callbacks that are in flight, so we know that |
- // that is always a pointer to a valid ObjectWater. |
- ObjectWatcher* that = static_cast<ObjectWatcher*>(param); |
- that->origin_loop_->task_runner()->PostTask(FROM_HERE, that->callback_); |
- that->callback_.Reset(); |
-} |
- |
-void ObjectWatcher::Signal(Delegate* delegate) { |
- // Signaling the delegate may result in our destruction or a nested call to |
- // StartWatching(). As a result, we save any state we need and clear previous |
- // watcher state before signaling the delegate. |
- HANDLE object = object_; |
- StopWatching(); |
- delegate->OnObjectSignaled(object); |
-} |
- |
-void ObjectWatcher::WillDestroyCurrentMessageLoop() { |
- // Need to shutdown the watch so that we don't try to access the MessageLoop |
- // after this point. |
- StopWatching(); |
-} |
- |
-} // namespace win |
-} // namespace base |