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base / win / object_watcher.h [blame]
// Copyright 2011 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_WIN_OBJECT_WATCHER_H_
#define BASE_WIN_OBJECT_WATCHER_H_
#include "base/win/windows_types.h"
#include "base/base_export.h"
#include "base/functional/callback.h"
#include "base/memory/ref_counted.h"
#include "base/memory/weak_ptr.h"
#include "base/task/sequenced_task_runner.h"
namespace base {
namespace win {
// A class that provides a means to asynchronously wait for a Windows object to
// become signaled. It is an abstraction around RegisterWaitForSingleObject
// that provides a notification callback, OnObjectSignaled, that runs back on
// the origin sequence (i.e., the sequence that called StartWatching).
//
// This class acts like a smart pointer such that when it goes out-of-scope,
// UnregisterWaitEx is automatically called, and any in-flight notification is
// suppressed.
//
// The waiting handle MUST NOT be closed while watching is in progress. If this
// handle is closed while the wait is still pending, the behavior is undefined
// (see MSDN:RegisterWaitForSingleObject).
//
// Typical usage:
//
// class MyClass : public base::win::ObjectWatcher::Delegate {
// public:
// void DoStuffWhenSignaled(HANDLE object) {
// watcher_.StartWatchingOnce(object, this);
// }
// void OnObjectSignaled(HANDLE object) override {
// // OK, time to do stuff!
// }
// private:
// base::win::ObjectWatcher watcher_;
// };
//
// In the above example, MyClass wants to "do stuff" when object becomes
// signaled. ObjectWatcher makes this task easy. When MyClass goes out of
// scope, the watcher_ will be destroyed, and there is no need to worry about
// OnObjectSignaled being called on a deleted MyClass pointer. Easy!
// If the object is already signaled before being watched, OnObjectSignaled is
// still called after (but not necessarily immediately after) watch is started.
//
// NOTE: Except for the constructor, all public methods of this class must be
// called in sequence, in a scope where
// SequencedTaskRunner::HasCurrentDefault().
class BASE_EXPORT ObjectWatcher {
public:
class BASE_EXPORT Delegate {
public:
virtual ~Delegate() = default;
// Called from the sequence that started the watch when a signaled object is
// detected. To continue watching the object, StartWatching must be called
// again.
virtual void OnObjectSignaled(HANDLE object) = 0;
};
ObjectWatcher();
ObjectWatcher(const ObjectWatcher&) = delete;
ObjectWatcher& operator=(const ObjectWatcher&) = delete;
~ObjectWatcher();
// When the object is signaled, the given delegate is notified on the sequence
// where StartWatchingOnce is called. The ObjectWatcher is not responsible for
// deleting the delegate.
// Returns whether watching was successfully initiated.
bool StartWatchingOnce(HANDLE object,
Delegate* delegate,
const Location& from_here = Location::Current());
// Notifies the delegate, on the sequence where this method is called, each
// time the object is set. By definition, the handle must be an auto-reset
// object. The caller must ensure that it (or any Windows system code) doesn't
// reset the event or else the delegate won't be called.
// Returns whether watching was successfully initiated.
bool StartWatchingMultipleTimes(
HANDLE object,
Delegate* delegate,
const Location& from_here = Location::Current());
// Stops watching. Does nothing if the watch has already completed. If the
// watch is still active, then it is canceled, and the associated delegate is
// not notified.
//
// Returns true if the watch was canceled. Otherwise, false is returned.
bool StopWatching();
// Returns true if currently watching an object.
bool IsWatching() const;
// Returns the handle of the object being watched.
HANDLE GetWatchedObject() const;
private:
// Called on a background thread when done waiting.
static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
// Helper used by StartWatchingOnce and StartWatchingMultipleTimes.
bool StartWatchingInternal(HANDLE object,
Delegate* delegate,
bool execute_only_once,
const Location& from_here);
void Signal(Delegate* delegate);
void Reset();
Location location_;
// A callback pre-bound to Signal() that is posted to the caller's task runner
// when the wait completes.
RepeatingClosure callback_;
// The object being watched.
HANDLE object_ = nullptr;
// The wait handle returned by RegisterWaitForSingleObject.
HANDLE wait_object_ = nullptr;
// The task runner of the sequence on which the watch was started.
scoped_refptr<SequencedTaskRunner> task_runner_;
bool run_once_ = true;
WeakPtrFactory<ObjectWatcher> weak_factory_{this};
};
} // namespace win
} // namespace base
#endif // BASE_WIN_OBJECT_WATCHER_H_