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base / synchronization / waitable_event.h [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
#define BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_
#include <stddef.h>
#include "base/base_export.h"
#include "base/compiler_specific.h"
#include "base/containers/circular_deque.h"
#include "base/memory/raw_ptr.h"
#include "build/build_config.h"
#if BUILDFLAG(IS_WIN)
#include "base/win/scoped_handle.h"
#elif BUILDFLAG(IS_APPLE)
#include <mach/mach.h>
#include <memory>
#include "base/apple/scoped_mach_port.h"
#include "base/functional/callback_forward.h"
#include "base/memory/ref_counted.h"
#elif BUILDFLAG(IS_POSIX) || BUILDFLAG(IS_FUCHSIA)
#include <list>
#include <utility>
#include "base/memory/ref_counted.h"
#include "base/synchronization/lock.h"
#endif
namespace base {
class TimeDelta;
// A WaitableEvent can be a useful thread synchronization tool when you want to
// allow one thread to wait for another thread to finish some work. For
// non-Windows systems, this can only be used from within a single address
// space.
//
// Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to
// protect a simple boolean value. However, if you find yourself using a
// WaitableEvent in conjunction with a Lock to wait for a more complex state
// change (e.g., for an item to be added to a queue), then you should probably
// be using a ConditionVariable instead of a WaitableEvent.
//
// NOTE: On Windows, this class provides a subset of the functionality afforded
// by a Windows event object. This is intentional. If you are writing Windows
// specific code and you need other features of a Windows event, then you might
// be better off just using an Windows event directly.
class BASE_EXPORT WaitableEvent {
public:
// Indicates whether a WaitableEvent should automatically reset the event
// state after a single waiting thread has been released or remain signaled
// until Reset() is manually invoked.
enum class ResetPolicy { MANUAL, AUTOMATIC };
// Indicates whether a new WaitableEvent should start in a signaled state or
// not.
enum class InitialState { SIGNALED, NOT_SIGNALED };
// Constructs a WaitableEvent with policy and initial state as detailed in
// the above enums.
WaitableEvent(ResetPolicy reset_policy = ResetPolicy::MANUAL,
InitialState initial_state = InitialState::NOT_SIGNALED);
#if BUILDFLAG(IS_WIN)
// Create a WaitableEvent from an Event HANDLE which has already been
// created. This objects takes ownership of the HANDLE and will close it when
// deleted.
explicit WaitableEvent(win::ScopedHandle event_handle);
#endif
WaitableEvent(const WaitableEvent&) = delete;
WaitableEvent& operator=(const WaitableEvent&) = delete;
~WaitableEvent();
// Put the event in the un-signaled state.
void Reset();
// Put the event in the signaled state. Causing any thread blocked on Wait
// to be woken up.
void Signal();
// Returns true if the event is in the signaled state, else false. If this
// is not a manual reset event, then this test will cause a reset.
bool IsSignaled() const;
// Wait indefinitely for the event to be signaled. Wait's return "happens
// after" |Signal| has completed. This means that it's safe for a
// WaitableEvent to synchronise its own destruction, like this:
//
// WaitableEvent *e = new WaitableEvent;
// SendToOtherThread(e);
// e->Wait();
// delete e;
NOT_TAIL_CALLED void Wait();
// Wait up until wait_delta has passed for the event to be signaled
// (real-time; ignores time overrides). Returns true if the event was
// signaled. Handles spurious wakeups and guarantees that |wait_delta| will
// have elapsed if this returns false.
//
// TimedWait can synchronise its own destruction like |Wait|.
NOT_TAIL_CALLED bool TimedWait(TimeDelta wait_delta);
#if BUILDFLAG(IS_WIN)
HANDLE handle() const { return handle_.get(); }
#endif
// Declares that this WaitableEvent will only ever be used by a thread that is
// idle at the bottom of its stack and waiting for work (in particular, it is
// not synchronously waiting on this event before resuming ongoing work). This
// is useful to avoid telling base-internals that this thread is "blocked"
// when it's merely idle and ready to do work. As such, this is only expected
// to be used by thread and thread pool impls. In such cases wakeup.flow
// events aren't emitted on |Signal|/|Wait|, because threading implementations
// are responsible for emitting the cause of their wakeup from idle.
void declare_only_used_while_idle() { only_used_while_idle_ = true; }
// Wait, synchronously, on multiple events.
// waitables: an array of WaitableEvent pointers
// count: the number of elements in @waitables
//
// returns: the index of a WaitableEvent which has been signaled.
//
// You MUST NOT delete any of the WaitableEvent objects while this wait is
// happening, however WaitMany's return "happens after" the |Signal| call
// that caused it has completed, like |Wait|.
//
// If more than one WaitableEvent is signaled to unblock WaitMany, the lowest
// index among them is returned.
NOT_TAIL_CALLED static size_t WaitMany(WaitableEvent** waitables,
size_t count);
// For asynchronous waiting, see WaitableEventWatcher
// This is a private helper class. It's here because it's used by friends of
// this class (such as WaitableEventWatcher) to be able to enqueue elements
// of the wait-list
class Waiter {
public:
// Signal the waiter to wake up.
//
// Consider the case of a Waiter which is in multiple WaitableEvent's
// wait-lists. Each WaitableEvent is automatic-reset and two of them are
// signaled at the same time. Now, each will wake only the first waiter in
// the wake-list before resetting. However, if those two waiters happen to
// be the same object (as can happen if another thread didn't have a chance
// to dequeue the waiter from the other wait-list in time), two auto-resets
// will have happened, but only one waiter has been signaled!
//
// Because of this, a Waiter may "reject" a wake by returning false. In
// this case, the auto-reset WaitableEvent shouldn't act as if anything has
// been notified.
virtual bool Fire(WaitableEvent* signaling_event) = 0;
// Waiters may implement this in order to provide an extra condition for
// two Waiters to be considered equal. In WaitableEvent::Dequeue, if the
// pointers match then this function is called as a final check. See the
// comments in ~Handle for why.
virtual bool Compare(void* tag) = 0;
protected:
virtual ~Waiter() = default;
};
private:
friend class WaitableEventWatcher;
// The platform specific portions of Signal, TimedWait, and WaitMany (which do
// the actual signaling and waiting).
void SignalImpl();
bool TimedWaitImpl(TimeDelta wait_delta);
static size_t WaitManyImpl(WaitableEvent** waitables, size_t count);
#if BUILDFLAG(IS_WIN)
win::ScopedHandle handle_;
#elif BUILDFLAG(IS_APPLE)
// Peeks the message queue named by |port| and returns true if a message
// is present and false if not. If |dequeue| is true, the messsage will be
// drained from the queue. If |dequeue| is false, the queue will only be
// peeked. |port| must be a receive right.
static bool PeekPort(mach_port_t port, bool dequeue);
// The Mach receive right is waited on by both WaitableEvent and
// WaitableEventWatcher. It is valid to signal and then delete an event, and
// a watcher should still be notified. If the right were to be destroyed
// immediately, the watcher would not receive the signal. Because Mach
// receive rights cannot have a user refcount greater than one, the right
// must be reference-counted manually.
class ReceiveRight : public RefCountedThreadSafe<ReceiveRight> {
public:
explicit ReceiveRight(mach_port_t name);
ReceiveRight(const ReceiveRight&) = delete;
ReceiveRight& operator=(const ReceiveRight&) = delete;
mach_port_t Name() const { return right_.get(); }
private:
friend class RefCountedThreadSafe<ReceiveRight>;
~ReceiveRight();
apple::ScopedMachReceiveRight right_;
};
const ResetPolicy policy_;
// The receive right for the event.
scoped_refptr<ReceiveRight> receive_right_;
// The send right used to signal the event. This can be disposed of with
// the event, unlike the receive right, since a deleted event cannot be
// signaled.
apple::ScopedMachSendRight send_right_;
#elif BUILDFLAG(IS_POSIX) || BUILDFLAG(IS_FUCHSIA)
// On Windows, you must not close a HANDLE which is currently being waited on.
// The MSDN documentation says that the resulting behaviour is 'undefined'.
// To solve that issue each WaitableEventWatcher duplicates the given event
// handle.
// However, if we were to include the following members
// directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an
// event which gets deleted. This mismatch has bitten us several times now,
// so we have a kernel of the WaitableEvent, which is reference counted.
// WaitableEventWatchers may then take a reference and thus match the Windows
// behaviour.
struct WaitableEventKernel :
public RefCountedThreadSafe<WaitableEventKernel> {
public:
WaitableEventKernel(ResetPolicy reset_policy, InitialState initial_state);
bool Dequeue(Waiter* waiter, void* tag);
base::Lock lock_;
const bool manual_reset_;
bool signaled_;
base::circular_deque<raw_ptr<Waiter, CtnExperimental>> waiters_;
private:
friend class RefCountedThreadSafe<WaitableEventKernel>;
~WaitableEventKernel();
};
typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex;
// When dealing with arrays of WaitableEvent*, we want to sort by the address
// of the WaitableEvent in order to have a globally consistent locking order.
// In that case we keep them, in sorted order, in an array of pairs where the
// second element is the index of the WaitableEvent in the original,
// unsorted, array.
static size_t EnqueueMany(WaiterAndIndex* waitables,
size_t count, Waiter* waiter);
bool SignalAll();
bool SignalOne();
void Enqueue(Waiter* waiter);
scoped_refptr<WaitableEventKernel> kernel_;
#endif
// Whether a thread invoking Wait() on this WaitableEvent should be considered
// blocked as opposed to idle (and potentially replaced if part of a pool),
// and whether WaitableEvent should emit a wakeup.flow event on Signal =>
// TimedWait.
bool only_used_while_idle_ = false;
};
} // namespace base
#endif // BASE_SYNCHRONIZATION_WAITABLE_EVENT_H_