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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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Add m-esr52 at 52.6.0
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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.
+
+// 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) : 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_