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+/* -*- 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.
+
+#ifndef BASE_OBJECT_WATCHER_H_
+#define BASE_OBJECT_WATCHER_H_
+
+#include <windows.h>
+#ifdef GetClassName
+# undef GetClassName
+#endif
+
+#include "base/message_loop.h"
+
+namespace base {
+
+// 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 thread (i.e., the thread 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.
+//
+// Typical usage:
+//
+// ```
+// class MyClass : public base::ObjectWatcher::Delegate {
+// public:
+// void DoStuffWhenSignaled(HANDLE object) {
+// watcher_.StartWatching(object, this);
+// }
+// virtual void OnObjectSignaled(HANDLE object) {
+// // OK, time to do stuff!
+// }
+// private:
+// base::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!
+//
+//////
+//
+// Mozilla/Gecko addendum:
+//
+// An undocumented (but runtime-asserted) requirement for the above is that
+// `MyClass` must be strictly thread-affine. In particular, `StartWatching()`
+// and `StopWatching()` -- including the implicit `StopWatching()` call in
+// `~ObjectWatcher()` -- must always be called on the same thread and from
+// within the same `MessageLoop`.
+//
+// (If this did not hold, `OnObjectSignaled()` might be called on one thread
+// while `MyClass` is in the middle of being destroyed on another.)
+//
+// This condition cannot be guaranteed for potentially-asynchronously-destroyed
+// classes, nor for their owned or shared subobjects, nor for anything which
+// might be sent to a non-thread-affine task queue.
+//
+class ObjectWatcher : public MessageLoop::DestructionObserver {
+ public:
+ class Delegate {
+ public:
+ virtual ~Delegate() {}
+ // Called from the MessageLoop when a signaled object is detected. To
+ // continue watching the object, AddWatch must be called again.
+ virtual void OnObjectSignaled(HANDLE object) = 0;
+ };
+
+ ObjectWatcher();
+ ~ObjectWatcher();
+
+ // When the object is signaled, the given delegate is notified on the thread
+ // where StartWatching is called. The ObjectWatcher is not responsible for
+ // deleting the delegate.
+ //
+ // Returns true if the watch was started. Otherwise, false is returned.
+ //
+ bool StartWatching(HANDLE object, Delegate* delegate);
+
+ // 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 the handle of the object being watched, or NULL if the object
+ // watcher is stopped.
+ HANDLE GetWatchedObject();
+
+ private:
+ // Called on a background thread when done waiting.
+ static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
+
+ // MessageLoop::DestructionObserver implementation:
+ virtual void WillDestroyCurrentMessageLoop();
+
+ // Internal state.
+ class Watch;
+ RefPtr<Watch> watch_;
+
+ DISALLOW_COPY_AND_ASSIGN(ObjectWatcher);
+};
+
+} // namespace base
+
+#endif // BASE_OBJECT_WATCHER_H_