/* * Copyright (C) 2010 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF * THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "WorkQueue.h" #include inline WorkQueue::WorkItemWin::WorkItemWin(const Function& function, WorkQueue* queue) : m_function(function) , m_queue(queue) { } PassRefPtr WorkQueue::WorkItemWin::create(const Function& function, WorkQueue* queue) { return adoptRef(new WorkItemWin(function, queue)); } WorkQueue::WorkItemWin::~WorkItemWin() { } inline WorkQueue::HandleWorkItem::HandleWorkItem(HANDLE handle, const Function& function, WorkQueue* queue) : WorkItemWin(function, queue) , m_handle(handle) , m_waitHandle(0) { ASSERT_ARG(handle, handle); } PassRefPtr WorkQueue::HandleWorkItem::createByAdoptingHandle(HANDLE handle, const Function& function, WorkQueue* queue) { return adoptRef(new HandleWorkItem(handle, function, queue)); } WorkQueue::HandleWorkItem::~HandleWorkItem() { ::CloseHandle(m_handle); } void WorkQueue::handleCallback(void* context, BOOLEAN timerOrWaitFired) { ASSERT_ARG(context, context); ASSERT_ARG(timerOrWaitFired, !timerOrWaitFired); WorkItemWin* item = static_cast(context); RefPtr queue = item->queue(); { MutexLocker lock(queue->m_workItemQueueLock); queue->m_workItemQueue.append(item); // If no other thread is performing work, we can do it on this thread. if (!queue->tryRegisterAsWorkThread()) { // Some other thread is performing work. Since we hold the queue lock, we can be sure // that the work thread is not exiting due to an empty queue and will process the work // item we just added to it. If we weren't holding the lock we'd have to signal // m_performWorkEvent to make sure the work item got picked up. return; } } queue->performWorkOnRegisteredWorkThread(); } void WorkQueue::registerHandle(HANDLE handle, const Function& function) { RefPtr handleItem = HandleWorkItem::createByAdoptingHandle(handle, function, this); { MutexLocker lock(m_handlesLock); ASSERT_ARG(handle, !m_handles.contains(handle)); m_handles.set(handle, handleItem); } HANDLE waitHandle; if (!::RegisterWaitForSingleObject(&waitHandle, handle, handleCallback, handleItem.get(), INFINITE, WT_EXECUTEDEFAULT)) { DWORD error = ::GetLastError(); ASSERT_NOT_REACHED(); } handleItem->setWaitHandle(waitHandle); } void WorkQueue::unregisterAndCloseHandle(HANDLE handle) { RefPtr item; { MutexLocker locker(m_handlesLock); ASSERT_ARG(handle, m_handles.contains(handle)); item = m_handles.take(handle); } unregisterWaitAndDestroyItemSoon(item.release()); } DWORD WorkQueue::workThreadCallback(void* context) { ASSERT_ARG(context, context); WorkQueue* queue = static_cast(context); if (!queue->tryRegisterAsWorkThread()) return 0; queue->performWorkOnRegisteredWorkThread(); return 0; } void WorkQueue::performWorkOnRegisteredWorkThread() { ASSERT(m_isWorkThreadRegistered); m_workItemQueueLock.lock(); while (!m_workItemQueue.isEmpty()) { Vector > workItemQueue; m_workItemQueue.swap(workItemQueue); // Allow more work to be scheduled while we're not using the queue directly. m_workItemQueueLock.unlock(); for (size_t i = 0; i < workItemQueue.size(); ++i) workItemQueue[i]->function()(); m_workItemQueueLock.lock(); } // One invariant we maintain is that any work scheduled while a work thread is registered will // be handled by that work thread. Unregister as the work thread while the queue lock is still // held so that no work can be scheduled while we're still registered. unregisterAsWorkThread(); m_workItemQueueLock.unlock(); } void WorkQueue::platformInitialize(const char* name) { m_isWorkThreadRegistered = 0; m_timerQueue = ::CreateTimerQueue(); ASSERT_WITH_MESSAGE(m_timerQueue, "::CreateTimerQueue failed with error %lu", ::GetLastError()); } bool WorkQueue::tryRegisterAsWorkThread() { LONG result = ::InterlockedCompareExchange(&m_isWorkThreadRegistered, 1, 0); ASSERT(!result || result == 1); return !result; } void WorkQueue::unregisterAsWorkThread() { LONG result = ::InterlockedCompareExchange(&m_isWorkThreadRegistered, 0, 1); ASSERT_UNUSED(result, result == 1); } void WorkQueue::platformInvalidate() { #if !ASSERT_DISABLED MutexLocker lock(m_handlesLock); ASSERT(m_handles.isEmpty()); #endif // FIXME: We need to ensure that any timer-queue timers that fire after this point don't try to // access this WorkQueue . ::DeleteTimerQueueEx(m_timerQueue, 0); } void WorkQueue::dispatch(const Function& function) { MutexLocker locker(m_workItemQueueLock); m_workItemQueue.append(WorkItemWin::create(function, this)); // Spawn a work thread to perform the work we just added. As an optimization, we avoid // spawning the thread if a work thread is already registered. This prevents multiple work // threads from being spawned in most cases. (Note that when a work thread has been spawned but // hasn't registered itself yet, m_isWorkThreadRegistered will be false and we'll end up // spawning a second work thread here. But work thread registration process will ensure that // only one thread actually ends up performing work.) if (!m_isWorkThreadRegistered) ::QueueUserWorkItem(workThreadCallback, this, WT_EXECUTEDEFAULT); } struct TimerContext : public ThreadSafeRefCounted { static PassRefPtr create() { return adoptRef(new TimerContext); } WorkQueue* queue; Function function; Mutex timerMutex; HANDLE timer; private: TimerContext() : queue(0), timer(0) { } }; void WorkQueue::timerCallback(void* context, BOOLEAN timerOrWaitFired) { ASSERT_ARG(context, context); ASSERT_UNUSED(timerOrWaitFired, timerOrWaitFired); // Balanced by leakRef in scheduleWorkAfterDelay. RefPtr timerContext = adoptRef(static_cast(context)); timerContext->queue->dispatch(timerContext->function); MutexLocker lock(timerContext->timerMutex); ASSERT(timerContext->timer); ASSERT(timerContext->queue->m_timerQueue); if (!::DeleteTimerQueueTimer(timerContext->queue->m_timerQueue, timerContext->timer, 0)) { // Getting ERROR_IO_PENDING here means that the timer will be destroyed once the callback is done executing. ASSERT_WITH_MESSAGE(::GetLastError() == ERROR_IO_PENDING, "::DeleteTimerQueueTimer failed with error %lu", ::GetLastError()); } } void WorkQueue::dispatchAfterDelay(const Function& function, double delay) { ASSERT(m_timerQueue); RefPtr context = TimerContext::create(); context->queue = this; context->function = function; { // The timer callback could fire before ::CreateTimerQueueTimer even returns, so we protect // context->timer with a mutex to ensure the timer callback doesn't access it before the // timer handle has been stored in it. MutexLocker lock(context->timerMutex); // Since our timer callback is quick, we can execute in the timer thread itself and avoid // an extra thread switch over to a worker thread. if (!::CreateTimerQueueTimer(&context->timer, m_timerQueue, timerCallback, context.get(), delay * 1000, 0, WT_EXECUTEINTIMERTHREAD)) { ASSERT_WITH_MESSAGE(false, "::CreateTimerQueueTimer failed with error %lu", ::GetLastError()); return; } } // The timer callback will handle destroying context. context.release().leakRef(); } void WorkQueue::unregisterWaitAndDestroyItemSoon(PassRefPtr item) { // We're going to make a blocking call to ::UnregisterWaitEx before closing the handle. (The // blocking version of ::UnregisterWaitEx is much simpler than the non-blocking version.) If we // do this on the current thread, we'll deadlock if we're currently in a callback function for // the wait we're unregistering. So instead we do it asynchronously on some other worker thread. ::QueueUserWorkItem(unregisterWaitAndDestroyItemCallback, item.leakRef(), WT_EXECUTEDEFAULT); } DWORD WINAPI WorkQueue::unregisterWaitAndDestroyItemCallback(void* context) { ASSERT_ARG(context, context); RefPtr item = adoptRef(static_cast(context)); // Now that we know we're not in a callback function for the wait we're unregistering, we can // make a blocking call to ::UnregisterWaitEx. if (!::UnregisterWaitEx(item->waitHandle(), INVALID_HANDLE_VALUE)) { DWORD error = ::GetLastError(); ASSERT_NOT_REACHED(); } return 0; }