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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /ipc/chromium/src/base/message_pump_win.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'ipc/chromium/src/base/message_pump_win.h')
-rw-r--r-- | ipc/chromium/src/base/message_pump_win.h | 348 |
1 files changed, 348 insertions, 0 deletions
diff --git a/ipc/chromium/src/base/message_pump_win.h b/ipc/chromium/src/base/message_pump_win.h new file mode 100644 index 000000000..ddb6e0d45 --- /dev/null +++ b/ipc/chromium/src/base/message_pump_win.h @@ -0,0 +1,348 @@ +/* -*- 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_MESSAGE_PUMP_WIN_H_ +#define BASE_MESSAGE_PUMP_WIN_H_ + +#include <windows.h> + +#include <list> + +#include "base/lock.h" +#include "base/message_pump.h" +#include "base/observer_list.h" +#include "base/scoped_handle.h" +#include "base/time.h" + +namespace base { + +// MessagePumpWin serves as the base for specialized versions of the MessagePump +// for Windows. It provides basic functionality like handling of observers and +// controlling the lifetime of the message pump. +class MessagePumpWin : public MessagePump { + public: + // An Observer is an object that receives global notifications from the + // MessageLoop. + // + // NOTE: An Observer implementation should be extremely fast! + // + class Observer { + public: + virtual ~Observer() {} + + // This method is called before processing a message. + // The message may be undefined in which case msg.message is 0 + virtual void WillProcessMessage(const MSG& msg) = 0; + + // This method is called when control returns from processing a UI message. + // The message may be undefined in which case msg.message is 0 + virtual void DidProcessMessage(const MSG& msg) = 0; + }; + + // Dispatcher is used during a nested invocation of Run to dispatch events. + // If Run is invoked with a non-NULL Dispatcher, MessageLoop does not + // dispatch events (or invoke TranslateMessage), rather every message is + // passed to Dispatcher's Dispatch method for dispatch. It is up to the + // Dispatcher to dispatch, or not, the event. + // + // The nested loop is exited by either posting a quit, or returning false + // from Dispatch. + class Dispatcher { + public: + virtual ~Dispatcher() {} + // Dispatches the event. If true is returned processing continues as + // normal. If false is returned, the nested loop exits immediately. + virtual bool Dispatch(const MSG& msg) = 0; + }; + + MessagePumpWin() : have_work_(0), state_(NULL) {} + virtual ~MessagePumpWin() {} + + // Add an Observer, which will start receiving notifications immediately. + void AddObserver(Observer* observer); + + // Remove an Observer. It is safe to call this method while an Observer is + // receiving a notification callback. + void RemoveObserver(Observer* observer); + + // Give a chance to code processing additional messages to notify the + // message loop observers that another message has been processed. + void WillProcessMessage(const MSG& msg); + void DidProcessMessage(const MSG& msg); + + // Like MessagePump::Run, but MSG objects are routed through dispatcher. + void RunWithDispatcher(Delegate* delegate, Dispatcher* dispatcher); + + // MessagePump methods: + virtual void Run(Delegate* delegate) { RunWithDispatcher(delegate, NULL); } + virtual void Quit(); + + protected: + struct RunState { + Delegate* delegate; + Dispatcher* dispatcher; + + // Used to flag that the current Run() invocation should return ASAP. + bool should_quit; + + // Used to count how many Run() invocations are on the stack. + int run_depth; + }; + + virtual void DoRunLoop() = 0; + int GetCurrentDelay() const; + + ObserverList<Observer> observers_; + + // The time at which delayed work should run. + TimeTicks delayed_work_time_; + + // A boolean value used to indicate if there is a kMsgDoWork message pending + // in the Windows Message queue. There is at most one such message, and it + // can drive execution of tasks when a native message pump is running. + LONG have_work_; + + // State for the current invocation of Run. + RunState* state_; +}; + +//----------------------------------------------------------------------------- +// MessagePumpForUI extends MessagePumpWin with methods that are particular to a +// MessageLoop instantiated with TYPE_UI. +// +// MessagePumpForUI implements a "traditional" Windows message pump. It contains +// a nearly infinite loop that peeks out messages, and then dispatches them. +// Intermixed with those peeks are callouts to DoWork for pending tasks, and +// DoDelayedWork for pending timers. When there are no events to be serviced, +// this pump goes into a wait state. In most cases, this message pump handles +// all processing. +// +// However, when a task, or windows event, invokes on the stack a native dialog +// box or such, that window typically provides a bare bones (native?) message +// pump. That bare-bones message pump generally supports little more than a +// peek of the Windows message queue, followed by a dispatch of the peeked +// message. MessageLoop extends that bare-bones message pump to also service +// Tasks, at the cost of some complexity. +// +// The basic structure of the extension (refered to as a sub-pump) is that a +// special message, kMsgHaveWork, is repeatedly injected into the Windows +// Message queue. Each time the kMsgHaveWork message is peeked, checks are +// made for an extended set of events, including the availability of Tasks to +// run. +// +// After running a task, the special message kMsgHaveWork is again posted to +// the Windows Message queue, ensuring a future time slice for processing a +// future event. To prevent flooding the Windows Message queue, care is taken +// to be sure that at most one kMsgHaveWork message is EVER pending in the +// Window's Message queue. +// +// There are a few additional complexities in this system where, when there are +// no Tasks to run, this otherwise infinite stream of messages which drives the +// sub-pump is halted. The pump is automatically re-started when Tasks are +// queued. +// +// A second complexity is that the presence of this stream of posted tasks may +// prevent a bare-bones message pump from ever peeking a WM_PAINT or WM_TIMER. +// Such paint and timer events always give priority to a posted message, such as +// kMsgHaveWork messages. As a result, care is taken to do some peeking in +// between the posting of each kMsgHaveWork message (i.e., after kMsgHaveWork +// is peeked, and before a replacement kMsgHaveWork is posted). +// +// NOTE: Although it may seem odd that messages are used to start and stop this +// flow (as opposed to signaling objects, etc.), it should be understood that +// the native message pump will *only* respond to messages. As a result, it is +// an excellent choice. It is also helpful that the starter messages that are +// placed in the queue when new task arrive also awakens DoRunLoop. +// +class MessagePumpForUI : public MessagePumpWin { + public: + MessagePumpForUI(); + virtual ~MessagePumpForUI(); + + // MessagePump methods: + virtual void ScheduleWork(); + virtual void ScheduleDelayedWork(const TimeTicks& delayed_work_time); + + // Applications can call this to encourage us to process all pending WM_PAINT + // messages. This method will process all paint messages the Windows Message + // queue can provide, up to some fixed number (to avoid any infinite loops). + void PumpOutPendingPaintMessages(); + +protected: + virtual void DoRunLoop(); + + bool ProcessNextWindowsMessage(); + void InitMessageWnd(); + void WaitForWork(); + void HandleWorkMessage(); + void HandleTimerMessage(); + bool ProcessMessageHelper(const MSG& msg); + bool ProcessPumpReplacementMessage(); + + // A hidden message-only window. + HWND message_hwnd_; + + private: + static LRESULT CALLBACK WndProcThunk( + HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); +}; + +//----------------------------------------------------------------------------- +// MessagePumpForIO extends MessagePumpWin with methods that are particular to a +// MessageLoop instantiated with TYPE_IO. This version of MessagePump does not +// deal with Windows mesagges, and instead has a Run loop based on Completion +// Ports so it is better suited for IO operations. +// +class MessagePumpForIO : public MessagePumpWin { + public: + struct IOContext; + + // Clients interested in receiving OS notifications when asynchronous IO + // operations complete should implement this interface and register themselves + // with the message pump. + // + // Typical use #1: + // // Use only when there are no user's buffers involved on the actual IO, + // // so that all the cleanup can be done by the message pump. + // class MyFile : public IOHandler { + // MyFile() { + // ... + // context_ = new IOContext; + // context_->handler = this; + // message_pump->RegisterIOHandler(file_, this); + // } + // ~MyFile() { + // if (pending_) { + // // By setting the handler to NULL, we're asking for this context + // // to be deleted when received, without calling back to us. + // context_->handler = NULL; + // } else { + // delete context_; + // } + // } + // virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, + // DWORD error) { + // pending_ = false; + // } + // void DoSomeIo() { + // ... + // // The only buffer required for this operation is the overlapped + // // structure. + // ConnectNamedPipe(file_, &context_->overlapped); + // pending_ = true; + // } + // bool pending_; + // IOContext* context_; + // HANDLE file_; + // }; + // + // Typical use #2: + // class MyFile : public IOHandler { + // MyFile() { + // ... + // message_pump->RegisterIOHandler(file_, this); + // } + // // Plus some code to make sure that this destructor is not called + // // while there are pending IO operations. + // ~MyFile() { + // } + // virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, + // DWORD error) { + // ... + // delete context; + // } + // void DoSomeIo() { + // ... + // IOContext* context = new IOContext; + // // This is not used for anything. It just prevents the context from + // // being considered "abandoned". + // context->handler = this; + // ReadFile(file_, buffer, num_bytes, &read, &context->overlapped); + // } + // HANDLE file_; + // }; + // + // Typical use #3: + // Same as the previous example, except that in order to deal with the + // requirement stated for the destructor, the class calls WaitForIOCompletion + // from the destructor to block until all IO finishes. + // ~MyFile() { + // while(pending_) + // message_pump->WaitForIOCompletion(INFINITE, this); + // } + // + class IOHandler { + public: + virtual ~IOHandler() {} + // This will be called once the pending IO operation associated with + // |context| completes. |error| is the Win32 error code of the IO operation + // (ERROR_SUCCESS if there was no error). |bytes_transfered| will be zero + // on error. + virtual void OnIOCompleted(IOContext* context, DWORD bytes_transfered, + DWORD error) = 0; + }; + + // The extended context that should be used as the base structure on every + // overlapped IO operation. |handler| must be set to the registered IOHandler + // for the given file when the operation is started, and it can be set to NULL + // before the operation completes to indicate that the handler should not be + // called anymore, and instead, the IOContext should be deleted when the OS + // notifies the completion of this operation. Please remember that any buffers + // involved with an IO operation should be around until the callback is + // received, so this technique can only be used for IO that do not involve + // additional buffers (other than the overlapped structure itself). + struct IOContext { + OVERLAPPED overlapped; + IOHandler* handler; + }; + + MessagePumpForIO(); + virtual ~MessagePumpForIO() {} + + // MessagePump methods: + virtual void ScheduleWork(); + virtual void ScheduleDelayedWork(const TimeTicks& delayed_work_time); + + // Register the handler to be used when asynchronous IO for the given file + // completes. The registration persists as long as |file_handle| is valid, so + // |handler| must be valid as long as there is pending IO for the given file. + void RegisterIOHandler(HANDLE file_handle, IOHandler* handler); + + // Waits for the next IO completion that should be processed by |filter|, for + // up to |timeout| milliseconds. Return true if any IO operation completed, + // regardless of the involved handler, and false if the timeout expired. If + // the completion port received any message and the involved IO handler + // matches |filter|, the callback is called before returning from this code; + // if the handler is not the one that we are looking for, the callback will + // be postponed for another time, so reentrancy problems can be avoided. + // External use of this method should be reserved for the rare case when the + // caller is willing to allow pausing regular task dispatching on this thread. + bool WaitForIOCompletion(DWORD timeout, IOHandler* filter); + + private: + struct IOItem { + IOHandler* handler; + IOContext* context; + DWORD bytes_transfered; + DWORD error; + }; + + virtual void DoRunLoop(); + void WaitForWork(); + bool MatchCompletedIOItem(IOHandler* filter, IOItem* item); + bool GetIOItem(DWORD timeout, IOItem* item); + bool ProcessInternalIOItem(const IOItem& item); + + // The completion port associated with this thread. + ScopedHandle port_; + // This list will be empty almost always. It stores IO completions that have + // not been delivered yet because somebody was doing cleanup. + std::list<IOItem> completed_io_; +}; + +} // namespace base + +#endif // BASE_MESSAGE_PUMP_WIN_H_ |