// Copyright (c) 2011 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. // WARNING: You should probably be using Thread (thread.h) instead. Thread is // Chrome's message-loop based Thread abstraction, and if you are a // thread running in the browser, there will likely be assumptions // that your thread will have an associated message loop. // // This is a simple thread interface that backs to a native operating system // thread. You should use this only when you want a thread that does not have // an associated MessageLoop. Unittesting is the best example of this. // // The simplest interface to use is DelegateSimpleThread, which will create // a new thread, and execute the Delegate's virtual Run() in this new thread // until it has completed, exiting the thread. // // NOTE: You *MUST* call Join on the thread to clean up the underlying thread // resources. You are also responsible for destructing the SimpleThread object. // It is invalid to destroy a SimpleThread while it is running, or without // Start() having been called (and a thread never created). The Delegate // object should live as long as a DelegateSimpleThread. // // Thread Safety: A SimpleThread is not completely thread safe. It is safe to // access it from the creating thread or from the newly created thread. This // implies that the creator thread should be the thread that calls Join. // // Example: // class MyThreadRunner : public DelegateSimpleThread::Delegate { ... }; // MyThreadRunner runner; // DelegateSimpleThread thread(&runner, "good_name_here"); // thread.Start(); // // Start will return after the Thread has been successfully started and // // initialized. The newly created thread will invoke runner->Run(), and // // run until it returns. // thread.Join(); // Wait until the thread has exited. You *MUST* Join! // // The SimpleThread object is still valid, however you may not call Join // // or Start again. #ifndef BASE_THREADING_SIMPLE_THREAD_H_ #define BASE_THREADING_SIMPLE_THREAD_H_ #include <string> #include <queue> #include <vector> #include "base/base_export.h" #include "base/basictypes.h" #include "base/compiler_specific.h" #include "base/threading/platform_thread.h" #include "base/synchronization/lock.h" #include "base/synchronization/waitable_event.h" namespace base { // This is the base SimpleThread. You can derive from it and implement the // virtual Run method, or you can use the DelegateSimpleThread interface. class BASE_EXPORT SimpleThread : public PlatformThread::Delegate { public: class BASE_EXPORT Options { public: Options() : stack_size_(0) { } ~Options() { } // We use the standard compiler-supplied copy constructor. // A custom stack size, or 0 for the system default. void set_stack_size(size_t size) { stack_size_ = size; } size_t stack_size() const { return stack_size_; } private: size_t stack_size_; }; // Create a SimpleThread. |options| should be used to manage any specific // configuration involving the thread creation and management. // Every thread has a name, in the form of |name_prefix|/TID, for example // "my_thread/321". The thread will not be created until Start() is called. explicit SimpleThread(const std::string& name_prefix); SimpleThread(const std::string& name_prefix, const Options& options); virtual ~SimpleThread(); virtual void Start(); virtual void Join(); // Subclasses should override the Run method. virtual void Run() = 0; // Return the thread name prefix, or "unnamed" if none was supplied. std::string name_prefix() { return name_prefix_; } // Return the completed name including TID, only valid after Start(). std::string name() { return name_; } // Return the thread id, only valid after Start(). PlatformThreadId tid() { return tid_; } // Return True if Start() has ever been called. bool HasBeenStarted(); // Return True if Join() has evern been called. bool HasBeenJoined() { return joined_; } // Overridden from PlatformThread::Delegate: virtual void ThreadMain() OVERRIDE; // Only set priorities with a careful understanding of the consequences. // This is meant for very limited use cases. void SetThreadPriority(ThreadPriority priority) { PlatformThread::SetThreadPriority(thread_, priority); } private: const std::string name_prefix_; std::string name_; const Options options_; PlatformThreadHandle thread_; // PlatformThread handle, invalid after Join! WaitableEvent event_; // Signaled if Start() was ever called. PlatformThreadId tid_; // The backing thread's id. bool joined_; // True if Join has been called. }; class BASE_EXPORT DelegateSimpleThread : public SimpleThread { public: class BASE_EXPORT Delegate { public: Delegate() { } virtual ~Delegate() { } virtual void Run() = 0; }; DelegateSimpleThread(Delegate* delegate, const std::string& name_prefix); DelegateSimpleThread(Delegate* delegate, const std::string& name_prefix, const Options& options); virtual ~DelegateSimpleThread(); virtual void Run() OVERRIDE; private: Delegate* delegate_; }; // DelegateSimpleThreadPool allows you to start up a fixed number of threads, // and then add jobs which will be dispatched to the threads. This is // convenient when you have a lot of small work that you want done // multi-threaded, but don't want to spawn a thread for each small bit of work. // // You just call AddWork() to add a delegate to the list of work to be done. // JoinAll() will make sure that all outstanding work is processed, and wait // for everything to finish. You can reuse a pool, so you can call Start() // again after you've called JoinAll(). class BASE_EXPORT DelegateSimpleThreadPool : public DelegateSimpleThread::Delegate { public: typedef DelegateSimpleThread::Delegate Delegate; DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads); virtual ~DelegateSimpleThreadPool(); // Start up all of the underlying threads, and start processing work if we // have any. void Start(); // Make sure all outstanding work is finished, and wait for and destroy all // of the underlying threads in the pool. void JoinAll(); // It is safe to AddWork() any time, before or after Start(). // Delegate* should always be a valid pointer, NULL is reserved internally. void AddWork(Delegate* work, int repeat_count); void AddWork(Delegate* work) { AddWork(work, 1); } // We implement the Delegate interface, for running our internal threads. virtual void Run() OVERRIDE; private: const std::string name_prefix_; int num_threads_; std::vector<DelegateSimpleThread*> threads_; std::queue<Delegate*> delegates_; base::Lock lock_; // Locks delegates_ WaitableEvent dry_; // Not signaled when there is no work to do. }; } // namespace base #endif // BASE_THREADING_SIMPLE_THREAD_H_