diff options
Diffstat (limited to 'ipc/chromium/src/base/timer.h')
-rw-r--r-- | ipc/chromium/src/base/timer.h | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/ipc/chromium/src/base/timer.h b/ipc/chromium/src/base/timer.h new file mode 100644 index 0000000000..eceea8d23b --- /dev/null +++ b/ipc/chromium/src/base/timer.h @@ -0,0 +1,261 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 tw=80: */ +// Copyright (c) 2006-2008 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. + +// OneShotTimer and RepeatingTimer provide a simple timer API. As the names +// suggest, OneShotTimer calls you back once after a time delay expires. +// RepeatingTimer on the other hand calls you back periodically with the +// prescribed time interval. +// +// OneShotTimer and RepeatingTimer both cancel the timer when they go out of +// scope, which makes it easy to ensure that you do not get called when your +// object has gone out of scope. Just instantiate a OneShotTimer or +// RepeatingTimer as a member variable of the class for which you wish to +// receive timer events. +// +// Sample RepeatingTimer usage: +// +// class MyClass { +// public: +// void StartDoingStuff() { +// timer_.Start(TimeDelta::FromSeconds(1), this, &MyClass::DoStuff); +// } +// void StopDoingStuff() { +// timer_.Stop(); +// } +// private: +// void DoStuff() { +// // This method is called every second to do stuff. +// ... +// } +// base::RepeatingTimer<MyClass> timer_; +// }; +// +// Both OneShotTimer and RepeatingTimer also support a Reset method, which +// allows you to easily defer the timer event until the timer delay passes once +// again. So, in the above example, if 0.5 seconds have already passed, +// calling Reset on timer_ would postpone DoStuff by another 1 second. In +// other words, Reset is shorthand for calling Stop and then Start again with +// the same arguments. + +#ifndef BASE_TIMER_H_ +#define BASE_TIMER_H_ + +// IMPORTANT: If you change timer code, make sure that all tests (including +// disabled ones) from timer_unittests.cc pass locally. Some are disabled +// because they're flaky on the buildbot, but when you run them locally you +// should be able to tell the difference. + +#include "base/logging.h" +#include "base/task.h" +#include "base/time.h" + +class MessageLoop; + +namespace base { + +//----------------------------------------------------------------------------- +// This class is an implementation detail of OneShotTimer and RepeatingTimer. +// Please do not use this class directly. +// +// This class exists to share code between BaseTimer<T> template instantiations. +// +class BaseTimer_Helper { + public: + // Stops the timer. + ~BaseTimer_Helper() { OrphanDelayedTask(); } + + // Returns true if the timer is running (i.e., not stopped). + bool IsRunning() const { return !!delayed_task_; } + + // Returns the current delay for this timer. May only call this method when + // the timer is running! + TimeDelta GetCurrentDelay() const { + DCHECK(IsRunning()); + return delayed_task_->delay_; + } + + protected: + BaseTimer_Helper() {} + + // We have access to the timer_ member so we can orphan this task. + class TimerTask : public mozilla::Runnable { + public: + explicit TimerTask(TimeDelta delay) + : mozilla::Runnable("base::BaseTimer_Helper::TimerTask"), + delay_(delay) { + // timer_ is set in InitiateDelayedTask. + } + virtual ~TimerTask() {} + BaseTimer_Helper* timer_; + TimeDelta delay_; + }; + + // Used to orphan delayed_task_ so that when it runs it does nothing. + void OrphanDelayedTask(); + + // Used to initiated a new delayed task. This has the side-effect of + // orphaning delayed_task_ if it is non-null. + void InitiateDelayedTask(TimerTask* timer_task); + + RefPtr<TimerTask> delayed_task_; + + DISALLOW_COPY_AND_ASSIGN(BaseTimer_Helper); +}; + +//----------------------------------------------------------------------------- +// This class is an implementation detail of OneShotTimer and RepeatingTimer. +// Please do not use this class directly. +template <class Receiver, bool kIsRepeating> +class BaseTimer : public BaseTimer_Helper { + public: + typedef void (Receiver::*ReceiverMethod)(); + + // Call this method to start the timer. It is an error to call this method + // while the timer is already running. + void Start(TimeDelta delay, Receiver* receiver, ReceiverMethod method) { + DCHECK(!IsRunning()); + InitiateDelayedTask(new TimerTask(delay, receiver, method)); + } + + // Call this method to stop the timer. It is a no-op if the timer is not + // running. + void Stop() { OrphanDelayedTask(); } + + // Call this method to reset the timer delay of an already running timer. + void Reset() { + DCHECK(IsRunning()); + InitiateDelayedTask(static_cast<TimerTask*>(delayed_task_.get())->Clone()); + } + + private: + typedef BaseTimer<Receiver, kIsRepeating> SelfType; + + class TimerTask : public BaseTimer_Helper::TimerTask { + public: + TimerTask(TimeDelta delay, Receiver* receiver, ReceiverMethod method) + : BaseTimer_Helper::TimerTask(delay), + receiver_(receiver), + method_(method) {} + + virtual ~TimerTask() { + // This task may be getting cleared because the MessageLoop has been + // destructed. If so, don't leave the Timer with a dangling pointer + // to this now-defunct task. + ClearBaseTimer(); + } + + NS_IMETHOD Run() override { + if (!timer_) // timer_ is null if we were orphaned. + return NS_OK; + if (kIsRepeating) + ResetBaseTimer(); + else + ClearBaseTimer(); + DispatchToMethod(receiver_, method_, Tuple0()); + return NS_OK; + } + + TimerTask* Clone() const { + return new TimerTask(delay_, receiver_, method_); + } + + private: + // Inform the Base that the timer is no longer active. + void ClearBaseTimer() { + if (timer_) { + SelfType* self = static_cast<SelfType*>(timer_); + // It is possible that the Timer has already been reset, and that this + // Task is old. So, if the Timer points to a different task, assume + // that the Timer has already taken care of properly setting the task. + if (self->delayed_task_ == this) self->delayed_task_ = nullptr; + // By now the delayed_task_ in the Timer does not point to us anymore. + // We should reset our own timer_ because the Timer can not do this + // for us in its destructor. + timer_ = NULL; + } + } + + // Inform the Base that we're resetting the timer. + void ResetBaseTimer() { + DCHECK(timer_); + DCHECK(kIsRepeating); + SelfType* self = static_cast<SelfType*>(timer_); + self->Reset(); + } + + Receiver* receiver_; + ReceiverMethod method_; + }; +}; + +//----------------------------------------------------------------------------- +// A simple, one-shot timer. See usage notes at the top of the file. +template <class Receiver> +class OneShotTimer : public BaseTimer<Receiver, false> {}; + +//----------------------------------------------------------------------------- +// A simple, repeating timer. See usage notes at the top of the file. +template <class Receiver> +class RepeatingTimer : public BaseTimer<Receiver, true> {}; + +//----------------------------------------------------------------------------- +// A Delay timer is like The Button from Lost. Once started, you have to keep +// calling Reset otherwise it will call the given method in the MessageLoop +// thread. +// +// Once created, it is inactive until Reset is called. Once |delay| seconds have +// passed since the last call to Reset, the callback is made. Once the callback +// has been made, it's inactive until Reset is called again. +// +// If destroyed, the timeout is canceled and will not occur even if already +// inflight. +template <class Receiver> +class DelayTimer { + public: + typedef void (Receiver::*ReceiverMethod)(); + + DelayTimer(TimeDelta delay, Receiver* receiver, ReceiverMethod method) + : receiver_(receiver), method_(method), delay_(delay) {} + + void Reset() { DelayFor(delay_); } + + private: + void DelayFor(TimeDelta delay) { + trigger_time_ = Time::Now() + delay; + + // If we already have a timer that will expire at or before the given delay, + // then we have nothing more to do now. + if (timer_.IsRunning() && timer_.GetCurrentDelay() <= delay) return; + + // The timer isn't running, or will expire too late, so restart it. + timer_.Stop(); + timer_.Start(delay, this, &DelayTimer<Receiver>::Check); + } + + void Check() { + if (trigger_time_.is_null()) return; + + // If we have not waited long enough, then wait some more. + const Time now = Time::Now(); + if (now < trigger_time_) { + DelayFor(trigger_time_ - now); + return; + } + + (receiver_->*method_)(); + } + + Receiver* const receiver_; + const ReceiverMethod method_; + const TimeDelta delay_; + + OneShotTimer<DelayTimer<Receiver> > timer_; + Time trigger_time_; +}; + +} // namespace base + +#endif // BASE_TIMER_H_ |