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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "ApplicationMessenger.h"
#include "guilib/GUIMessage.h"
#include "messaging/IMessageTarget.h"
#include "threads/SingleLock.h"
#include "utils/log.h"
#include "windowing/GraphicContext.h"
#include <memory>
#include <mutex>
#include <utility>
namespace KODI
{
namespace MESSAGING
{
class CDelayedMessage : public CThread
{
public:
CDelayedMessage(const ThreadMessage& msg, unsigned int delay);
void Process() override;
private:
unsigned int m_delay;
ThreadMessage m_msg;
};
CDelayedMessage::CDelayedMessage(const ThreadMessage& msg, unsigned int delay)
: CThread("DelayedMessage"), m_msg(msg)
{
m_delay = delay;
}
void CDelayedMessage::Process()
{
CThread::Sleep(std::chrono::milliseconds(m_delay));
if (!m_bStop)
CServiceBroker::GetAppMessenger()->PostMsg(m_msg.dwMessage, m_msg.param1, m_msg.param1,
m_msg.lpVoid, m_msg.strParam, m_msg.params);
}
CApplicationMessenger::CApplicationMessenger() = default;
CApplicationMessenger::~CApplicationMessenger()
{
Cleanup();
}
void CApplicationMessenger::Cleanup()
{
std::unique_lock<CCriticalSection> lock(m_critSection);
while (!m_vecMessages.empty())
{
ThreadMessage* pMsg = m_vecMessages.front();
if (pMsg->waitEvent)
pMsg->waitEvent->Set();
delete pMsg;
m_vecMessages.pop();
}
while (!m_vecWindowMessages.empty())
{
ThreadMessage* pMsg = m_vecWindowMessages.front();
if (pMsg->waitEvent)
pMsg->waitEvent->Set();
delete pMsg;
m_vecWindowMessages.pop();
}
}
int CApplicationMessenger::SendMsg(ThreadMessage&& message, bool wait)
{
std::shared_ptr<CEvent> waitEvent;
std::shared_ptr<int> result;
if (wait)
{
//Initialize result here as it's not needed for posted messages
message.result = std::make_shared<int>(-1);
// check that we're not being called from our application thread, else we'll be waiting
// forever!
if (m_guiThreadId != CThread::GetCurrentThreadId())
{
message.waitEvent.reset(new CEvent(true));
waitEvent = message.waitEvent;
result = message.result;
}
else
{
//OutputDebugString("Attempting to wait on a SendMessage() from our application thread will cause lockup!\n");
//OutputDebugString("Sending immediately\n");
ProcessMessage(&message);
return *message.result;
}
}
if (m_bStop)
return -1;
ThreadMessage* msg = new ThreadMessage(std::move(message));
std::unique_lock<CCriticalSection> lock(m_critSection);
if (msg->dwMessage == TMSG_GUI_MESSAGE)
m_vecWindowMessages.push(msg);
else
m_vecMessages.push(msg);
lock.unlock(); // this releases the lock on the vec of messages and
// allows the ProcessMessage to execute and therefore
// delete the message itself. Therefore any access
// of the message itself after this point constitutes
// a race condition (yarc - "yet another race condition")
//
if (waitEvent) // ... it just so happens we have a spare reference to the
// waitEvent ... just for such contingencies :)
{
// ensure the thread doesn't hold the graphics lock
CWinSystemBase* winSystem = CServiceBroker::GetWinSystem();
//! @todo This won't really help as winSystem can die every single
// moment on shutdown. A shared ptr would be a more valid solution
// depending on the design dependencies.
if (winSystem)
{
CSingleExit exit(winSystem->GetGfxContext());
waitEvent->Wait();
}
return *result;
}
return -1;
}
int CApplicationMessenger::SendMsg(uint32_t messageId)
{
return SendMsg(ThreadMessage{ messageId }, true);
}
int CApplicationMessenger::SendMsg(uint32_t messageId, int param1, int param2, void* payload)
{
return SendMsg(ThreadMessage{ messageId, param1, param2, payload }, true);
}
int CApplicationMessenger::SendMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam)
{
return SendMsg(ThreadMessage{messageId, param1, param2, payload, std::move(strParam),
std::vector<std::string>{}},
true);
}
int CApplicationMessenger::SendMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam, std::vector<std::string> params)
{
return SendMsg(
ThreadMessage{messageId, param1, param2, payload, std::move(strParam), std::move(params)},
true);
}
void CApplicationMessenger::PostMsg(uint32_t messageId)
{
SendMsg(ThreadMessage{ messageId }, false);
}
void CApplicationMessenger::PostMsg(uint32_t messageId, int64_t param3)
{
SendMsg(ThreadMessage{ messageId, param3 }, false);
}
void CApplicationMessenger::PostMsg(uint32_t messageId, int param1, int param2, void* payload)
{
SendMsg(ThreadMessage{ messageId, param1, param2, payload }, false);
}
void CApplicationMessenger::PostMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam)
{
SendMsg(ThreadMessage{messageId, param1, param2, payload, std::move(strParam),
std::vector<std::string>{}},
false);
}
void CApplicationMessenger::PostMsg(uint32_t messageId, int param1, int param2, void* payload, std::string strParam, std::vector<std::string> params)
{
SendMsg(ThreadMessage{messageId, param1, param2, payload, std::move(strParam), std::move(params)},
false);
}
void CApplicationMessenger::ProcessMessages()
{
// process threadmessages
std::unique_lock<CCriticalSection> lock(m_critSection);
while (!m_vecMessages.empty())
{
ThreadMessage* pMsg = m_vecMessages.front();
//first remove the message from the queue, else the message could be processed more then once
m_vecMessages.pop();
//Leave here as the message might make another
//thread call processmessages or sendmessage
std::shared_ptr<CEvent> waitEvent = pMsg->waitEvent;
lock.unlock(); // <- see the large comment in SendMessage ^
ProcessMessage(pMsg);
if (waitEvent)
waitEvent->Set();
delete pMsg;
lock.lock();
}
}
void CApplicationMessenger::ProcessMessage(ThreadMessage *pMsg)
{
//special case for this that we handle ourselves
if (pMsg->dwMessage == TMSG_CALLBACK)
{
ThreadMessageCallback *callback = static_cast<ThreadMessageCallback*>(pMsg->lpVoid);
callback->callback(callback->userptr);
return;
}
std::unique_lock<CCriticalSection> lock(m_critSection);
int mask = pMsg->dwMessage & TMSG_MASK_MESSAGE;
const auto it = m_mapTargets.find(mask);
if (it != m_mapTargets.end())
{
CSingleExit exit(m_critSection);
it->second->OnApplicationMessage(pMsg);
}
else
CLog::LogF(LOGERROR, "receiver {} is not defined", mask);
}
void CApplicationMessenger::ProcessWindowMessages()
{
std::unique_lock<CCriticalSection> lock(m_critSection);
//message type is window, process window messages
while (!m_vecWindowMessages.empty())
{
ThreadMessage* pMsg = m_vecWindowMessages.front();
//first remove the message from the queue, else the message could be processed more then once
m_vecWindowMessages.pop();
// leave here in case we make more thread messages from this one
std::shared_ptr<CEvent> waitEvent = pMsg->waitEvent;
lock.unlock(); // <- see the large comment in SendMessage ^
ProcessMessage(pMsg);
if (waitEvent)
waitEvent->Set();
delete pMsg;
lock.lock();
}
}
void CApplicationMessenger::SendGUIMessage(const CGUIMessage &message, int windowID, bool waitResult)
{
ThreadMessage tMsg(TMSG_GUI_MESSAGE);
tMsg.param1 = windowID == WINDOW_INVALID ? 0 : windowID;
tMsg.lpVoid = new CGUIMessage(message);
SendMsg(std::move(tMsg), waitResult);
}
void CApplicationMessenger::RegisterReceiver(IMessageTarget* target)
{
std::unique_lock<CCriticalSection> lock(m_critSection);
m_mapTargets.insert(std::make_pair(target->GetMessageMask(), target));
}
bool CApplicationMessenger::IsProcessThread() const
{
return m_processThreadId == CThread::GetCurrentThreadId();
}
}
}
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