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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
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /ipc/chromium/src/base/message_pump_win.cc
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Add m-esr52 at 52.6.0
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diff --git a/ipc/chromium/src/base/message_pump_win.cc b/ipc/chromium/src/base/message_pump_win.cc
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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) 2009 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.
+
+#include "base/message_pump_win.h"
+
+#include <math.h>
+
+#include "base/message_loop.h"
+#include "base/histogram.h"
+#include "base/win_util.h"
+#include "WinUtils.h"
+
+using base::Time;
+
+namespace base {
+
+static const wchar_t kWndClass[] = L"Chrome_MessagePumpWindow";
+
+// Message sent to get an additional time slice for pumping (processing) another
+// task (a series of such messages creates a continuous task pump).
+static const int kMsgHaveWork = WM_USER + 1;
+
+//-----------------------------------------------------------------------------
+// MessagePumpWin public:
+
+void MessagePumpWin::AddObserver(Observer* observer) {
+ observers_.AddObserver(observer);
+}
+
+void MessagePumpWin::RemoveObserver(Observer* observer) {
+ observers_.RemoveObserver(observer);
+}
+
+void MessagePumpWin::WillProcessMessage(const MSG& msg) {
+ FOR_EACH_OBSERVER(Observer, observers_, WillProcessMessage(msg));
+}
+
+void MessagePumpWin::DidProcessMessage(const MSG& msg) {
+ FOR_EACH_OBSERVER(Observer, observers_, DidProcessMessage(msg));
+}
+
+void MessagePumpWin::RunWithDispatcher(
+ Delegate* delegate, Dispatcher* dispatcher) {
+ RunState s;
+ s.delegate = delegate;
+ s.dispatcher = dispatcher;
+ s.should_quit = false;
+ s.run_depth = state_ ? state_->run_depth + 1 : 1;
+
+ RunState* previous_state = state_;
+ state_ = &s;
+
+ DoRunLoop();
+
+ state_ = previous_state;
+}
+
+void MessagePumpWin::Quit() {
+ DCHECK(state_);
+ state_->should_quit = true;
+}
+
+//-----------------------------------------------------------------------------
+// MessagePumpWin protected:
+
+int MessagePumpWin::GetCurrentDelay() const {
+ if (delayed_work_time_.is_null())
+ return -1;
+
+ // Be careful here. TimeDelta has a precision of microseconds, but we want a
+ // value in milliseconds. If there are 5.5ms left, should the delay be 5 or
+ // 6? It should be 6 to avoid executing delayed work too early.
+ double timeout =
+ ceil((delayed_work_time_ - TimeTicks::Now()).InMillisecondsF());
+
+ // If this value is negative, then we need to run delayed work soon.
+ int delay = static_cast<int>(timeout);
+ if (delay < 0)
+ delay = 0;
+
+ return delay;
+}
+
+//-----------------------------------------------------------------------------
+// MessagePumpForUI public:
+
+MessagePumpForUI::MessagePumpForUI() {
+ InitMessageWnd();
+}
+
+MessagePumpForUI::~MessagePumpForUI() {
+ DestroyWindow(message_hwnd_);
+ UnregisterClass(kWndClass, GetModuleHandle(NULL));
+}
+
+void MessagePumpForUI::ScheduleWork() {
+ if (InterlockedExchange(&have_work_, 1))
+ return; // Someone else continued the pumping.
+
+ // Make sure the MessagePump does some work for us.
+ PostMessage(message_hwnd_, kMsgHaveWork, reinterpret_cast<WPARAM>(this), 0);
+
+ // In order to wake up any cross-process COM calls which may currently be
+ // pending on the main thread, we also have to post a UI message.
+ PostMessage(message_hwnd_, WM_NULL, 0, 0);
+}
+
+void MessagePumpForUI::ScheduleDelayedWork(const TimeTicks& delayed_work_time) {
+ //
+ // We would *like* to provide high resolution timers. Windows timers using
+ // SetTimer() have a 10ms granularity. We have to use WM_TIMER as a wakeup
+ // mechanism because the application can enter modal windows loops where it
+ // is not running our MessageLoop; the only way to have our timers fire in
+ // these cases is to post messages there.
+ //
+ // To provide sub-10ms timers, we process timers directly from our run loop.
+ // For the common case, timers will be processed there as the run loop does
+ // its normal work. However, we *also* set the system timer so that WM_TIMER
+ // events fire. This mops up the case of timers not being able to work in
+ // modal message loops. It is possible for the SetTimer to pop and have no
+ // pending timers, because they could have already been processed by the
+ // run loop itself.
+ //
+ // We use a single SetTimer corresponding to the timer that will expire
+ // soonest. As new timers are created and destroyed, we update SetTimer.
+ // Getting a spurrious SetTimer event firing is benign, as we'll just be
+ // processing an empty timer queue.
+ //
+ delayed_work_time_ = delayed_work_time;
+
+ int delay_msec = GetCurrentDelay();
+ DCHECK(delay_msec >= 0);
+ if (delay_msec < USER_TIMER_MINIMUM)
+ delay_msec = USER_TIMER_MINIMUM;
+
+ // Create a WM_TIMER event that will wake us up to check for any pending
+ // timers (in case we are running within a nested, external sub-pump).
+ SetTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this), delay_msec, NULL);
+}
+
+void MessagePumpForUI::PumpOutPendingPaintMessages() {
+ // If we are being called outside of the context of Run, then don't try to do
+ // any work.
+ if (!state_)
+ return;
+
+ // Create a mini-message-pump to force immediate processing of only Windows
+ // WM_PAINT messages. Don't provide an infinite loop, but do enough peeking
+ // to get the job done. Actual common max is 4 peeks, but we'll be a little
+ // safe here.
+ const int kMaxPeekCount = 20;
+ int peek_count;
+ for (peek_count = 0; peek_count < kMaxPeekCount; ++peek_count) {
+ MSG msg;
+ if (!PeekMessage(&msg, NULL, 0, 0, PM_REMOVE | PM_QS_PAINT))
+ break;
+ ProcessMessageHelper(msg);
+ if (state_->should_quit) // Handle WM_QUIT.
+ break;
+ }
+ // Histogram what was really being used, to help to adjust kMaxPeekCount.
+ DHISTOGRAM_COUNTS("Loop.PumpOutPendingPaintMessages Peeks", peek_count);
+}
+
+//-----------------------------------------------------------------------------
+// MessagePumpForUI private:
+
+// static
+LRESULT CALLBACK MessagePumpForUI::WndProcThunk(
+ HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam) {
+ switch (message) {
+ case kMsgHaveWork:
+ reinterpret_cast<MessagePumpForUI*>(wparam)->HandleWorkMessage();
+ break;
+ case WM_TIMER:
+ reinterpret_cast<MessagePumpForUI*>(wparam)->HandleTimerMessage();
+ break;
+ }
+ return DefWindowProc(hwnd, message, wparam, lparam);
+}
+
+void MessagePumpForUI::DoRunLoop() {
+ // IF this was just a simple PeekMessage() loop (servicing all possible work
+ // queues), then Windows would try to achieve the following order according
+ // to MSDN documentation about PeekMessage with no filter):
+ // * Sent messages
+ // * Posted messages
+ // * Sent messages (again)
+ // * WM_PAINT messages
+ // * WM_TIMER messages
+ //
+ // Summary: none of the above classes is starved, and sent messages has twice
+ // the chance of being processed (i.e., reduced service time).
+
+ for (;;) {
+ // If we do any work, we may create more messages etc., and more work may
+ // possibly be waiting in another task group. When we (for example)
+ // ProcessNextWindowsMessage(), there is a good chance there are still more
+ // messages waiting. On the other hand, when any of these methods return
+ // having done no work, then it is pretty unlikely that calling them again
+ // quickly will find any work to do. Finally, if they all say they had no
+ // work, then it is a good time to consider sleeping (waiting) for more
+ // work.
+
+ bool more_work_is_plausible = ProcessNextWindowsMessage();
+ if (state_->should_quit)
+ break;
+
+ more_work_is_plausible |= state_->delegate->DoWork();
+ if (state_->should_quit)
+ break;
+
+ more_work_is_plausible |=
+ state_->delegate->DoDelayedWork(&delayed_work_time_);
+ // If we did not process any delayed work, then we can assume that our
+ // existing WM_TIMER if any will fire when delayed work should run. We
+ // don't want to disturb that timer if it is already in flight. However,
+ // if we did do all remaining delayed work, then lets kill the WM_TIMER.
+ if (more_work_is_plausible && delayed_work_time_.is_null())
+ KillTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this));
+ if (state_->should_quit)
+ break;
+
+ if (more_work_is_plausible)
+ continue;
+
+ more_work_is_plausible = state_->delegate->DoIdleWork();
+ if (state_->should_quit)
+ break;
+
+ if (more_work_is_plausible)
+ continue;
+
+ WaitForWork(); // Wait (sleep) until we have work to do again.
+ }
+}
+
+void MessagePumpForUI::InitMessageWnd() {
+ HINSTANCE hinst = GetModuleHandle(NULL);
+
+ WNDCLASSEX wc = {0};
+ wc.cbSize = sizeof(wc);
+ wc.lpfnWndProc = WndProcThunk;
+ wc.hInstance = hinst;
+ wc.lpszClassName = kWndClass;
+ RegisterClassEx(&wc);
+
+ message_hwnd_ =
+ CreateWindow(kWndClass, 0, 0, 0, 0, 0, 0, HWND_MESSAGE, 0, hinst, 0);
+ DCHECK(message_hwnd_);
+}
+
+void MessagePumpForUI::WaitForWork() {
+ // Wait until a message is available, up to the time needed by the timer
+ // manager to fire the next set of timers.
+ int delay = GetCurrentDelay();
+ if (delay < 0) // Negative value means no timers waiting.
+ delay = INFINITE;
+
+ mozilla::widget::WinUtils::WaitForMessage(delay);
+}
+
+void MessagePumpForUI::HandleWorkMessage() {
+ // If we are being called outside of the context of Run, then don't try to do
+ // any work. This could correspond to a MessageBox call or something of that
+ // sort.
+ if (!state_) {
+ // Since we handled a kMsgHaveWork message, we must still update this flag.
+ InterlockedExchange(&have_work_, 0);
+ return;
+ }
+
+ // Let whatever would have run had we not been putting messages in the queue
+ // run now. This is an attempt to make our dummy message not starve other
+ // messages that may be in the Windows message queue.
+ ProcessPumpReplacementMessage();
+
+ // Now give the delegate a chance to do some work. He'll let us know if he
+ // needs to do more work.
+ if (state_->delegate->DoWork())
+ ScheduleWork();
+}
+
+void MessagePumpForUI::HandleTimerMessage() {
+ KillTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this));
+
+ // If we are being called outside of the context of Run, then don't do
+ // anything. This could correspond to a MessageBox call or something of
+ // that sort.
+ if (!state_)
+ return;
+
+ state_->delegate->DoDelayedWork(&delayed_work_time_);
+ if (!delayed_work_time_.is_null()) {
+ // A bit gratuitous to set delayed_work_time_ again, but oh well.
+ ScheduleDelayedWork(delayed_work_time_);
+ }
+}
+
+bool MessagePumpForUI::ProcessNextWindowsMessage() {
+ // If there are sent messages in the queue then PeekMessage internally
+ // dispatches the message and returns false. We return true in this
+ // case to ensure that the message loop peeks again instead of calling
+ // MsgWaitForMultipleObjectsEx again.
+ bool sent_messages_in_queue = false;
+ DWORD queue_status = GetQueueStatus(QS_SENDMESSAGE);
+ if (HIWORD(queue_status) & QS_SENDMESSAGE)
+ sent_messages_in_queue = true;
+
+ MSG msg;
+ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ return ProcessMessageHelper(msg);
+
+ return sent_messages_in_queue;
+}
+
+bool MessagePumpForUI::ProcessMessageHelper(const MSG& msg) {
+ if (WM_QUIT == msg.message) {
+ // Repost the QUIT message so that it will be retrieved by the primary
+ // GetMessage() loop.
+ state_->should_quit = true;
+ PostQuitMessage(static_cast<int>(msg.wParam));
+ return false;
+ }
+
+ // While running our main message pump, we discard kMsgHaveWork messages.
+ if (msg.message == kMsgHaveWork && msg.hwnd == message_hwnd_)
+ return ProcessPumpReplacementMessage();
+
+ WillProcessMessage(msg);
+
+ if (state_->dispatcher) {
+ if (!state_->dispatcher->Dispatch(msg))
+ state_->should_quit = true;
+ } else {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+
+ DidProcessMessage(msg);
+ return true;
+}
+
+bool MessagePumpForUI::ProcessPumpReplacementMessage() {
+ // When we encounter a kMsgHaveWork message, this method is called to peek
+ // and process a replacement message, such as a WM_PAINT or WM_TIMER. The
+ // goal is to make the kMsgHaveWork as non-intrusive as possible, even though
+ // a continuous stream of such messages are posted. This method carefully
+ // peeks a message while there is no chance for a kMsgHaveWork to be pending,
+ // then resets the have_work_ flag (allowing a replacement kMsgHaveWork to
+ // possibly be posted), and finally dispatches that peeked replacement. Note
+ // that the re-post of kMsgHaveWork may be asynchronous to this thread!!
+
+ MSG msg;
+ bool have_message = false;
+ if (MessageLoop::current()->os_modal_loop()) {
+ // We only peek out WM_PAINT and WM_TIMER here for reasons mentioned above.
+ have_message = PeekMessage(&msg, NULL, WM_PAINT, WM_PAINT, PM_REMOVE) ||
+ PeekMessage(&msg, NULL, WM_TIMER, WM_TIMER, PM_REMOVE);
+ } else {
+ have_message = (0 != PeekMessage(&msg, NULL, 0, 0, PM_REMOVE));
+
+ if (have_message && msg.message == WM_NULL)
+ have_message = (0 != PeekMessage(&msg, NULL, 0, 0, PM_REMOVE));
+ }
+
+ DCHECK(!have_message || kMsgHaveWork != msg.message ||
+ msg.hwnd != message_hwnd_);
+
+ // Since we discarded a kMsgHaveWork message, we must update the flag.
+ int old_have_work = InterlockedExchange(&have_work_, 0);
+ DCHECK(old_have_work);
+
+ // We don't need a special time slice if we didn't have_message to process.
+ if (!have_message)
+ return false;
+
+ // Guarantee we'll get another time slice in the case where we go into native
+ // windows code. This ScheduleWork() may hurt performance a tiny bit when
+ // tasks appear very infrequently, but when the event queue is busy, the
+ // kMsgHaveWork events get (percentage wise) rarer and rarer.
+ ScheduleWork();
+ return ProcessMessageHelper(msg);
+}
+
+//-----------------------------------------------------------------------------
+// MessagePumpForIO public:
+
+MessagePumpForIO::MessagePumpForIO() {
+ port_.Set(CreateIoCompletionPort(INVALID_HANDLE_VALUE, NULL, 0, 1));
+ DCHECK(port_.IsValid());
+}
+
+void MessagePumpForIO::ScheduleWork() {
+ if (InterlockedExchange(&have_work_, 1))
+ return; // Someone else continued the pumping.
+
+ // Make sure the MessagePump does some work for us.
+ BOOL ret = PostQueuedCompletionStatus(port_, 0,
+ reinterpret_cast<ULONG_PTR>(this),
+ reinterpret_cast<OVERLAPPED*>(this));
+ DCHECK(ret);
+}
+
+void MessagePumpForIO::ScheduleDelayedWork(const TimeTicks& delayed_work_time) {
+ // We know that we can't be blocked right now since this method can only be
+ // called on the same thread as Run, so we only need to update our record of
+ // how long to sleep when we do sleep.
+ delayed_work_time_ = delayed_work_time;
+}
+
+void MessagePumpForIO::RegisterIOHandler(HANDLE file_handle,
+ IOHandler* handler) {
+ ULONG_PTR key = reinterpret_cast<ULONG_PTR>(handler);
+ HANDLE port = CreateIoCompletionPort(file_handle, port_, key, 1);
+ DCHECK(port == port_.Get());
+}
+
+//-----------------------------------------------------------------------------
+// MessagePumpForIO private:
+
+void MessagePumpForIO::DoRunLoop() {
+ for (;;) {
+ // If we do any work, we may create more messages etc., and more work may
+ // possibly be waiting in another task group. When we (for example)
+ // WaitForIOCompletion(), there is a good chance there are still more
+ // messages waiting. On the other hand, when any of these methods return
+ // having done no work, then it is pretty unlikely that calling them
+ // again quickly will find any work to do. Finally, if they all say they
+ // had no work, then it is a good time to consider sleeping (waiting) for
+ // more work.
+
+ bool more_work_is_plausible = state_->delegate->DoWork();
+ if (state_->should_quit)
+ break;
+
+ more_work_is_plausible |= WaitForIOCompletion(0, NULL);
+ if (state_->should_quit)
+ break;
+
+ more_work_is_plausible |=
+ state_->delegate->DoDelayedWork(&delayed_work_time_);
+ if (state_->should_quit)
+ break;
+
+ if (more_work_is_plausible)
+ continue;
+
+ more_work_is_plausible = state_->delegate->DoIdleWork();
+ if (state_->should_quit)
+ break;
+
+ if (more_work_is_plausible)
+ continue;
+
+ WaitForWork(); // Wait (sleep) until we have work to do again.
+ }
+}
+
+// Wait until IO completes, up to the time needed by the timer manager to fire
+// the next set of timers.
+void MessagePumpForIO::WaitForWork() {
+ // We do not support nested IO message loops. This is to avoid messy
+ // recursion problems.
+ DCHECK(state_->run_depth == 1) << "Cannot nest an IO message loop!";
+
+ int timeout = GetCurrentDelay();
+ if (timeout < 0) // Negative value means no timers waiting.
+ timeout = INFINITE;
+
+ WaitForIOCompletion(timeout, NULL);
+}
+
+bool MessagePumpForIO::WaitForIOCompletion(DWORD timeout, IOHandler* filter) {
+ IOItem item;
+ if (completed_io_.empty() || !MatchCompletedIOItem(filter, &item)) {
+ // We have to ask the system for another IO completion.
+ if (!GetIOItem(timeout, &item))
+ return false;
+
+ if (ProcessInternalIOItem(item))
+ return true;
+ }
+
+ if (item.context->handler) {
+ if (filter && item.handler != filter) {
+ // Save this item for later
+ completed_io_.push_back(item);
+ } else {
+ DCHECK(item.context->handler == item.handler);
+ item.handler->OnIOCompleted(item.context, item.bytes_transfered,
+ item.error);
+ }
+ } else {
+ // The handler must be gone by now, just cleanup the mess.
+ delete item.context;
+ }
+ return true;
+}
+
+// Asks the OS for another IO completion result.
+bool MessagePumpForIO::GetIOItem(DWORD timeout, IOItem* item) {
+ memset(item, 0, sizeof(*item));
+ ULONG_PTR key = 0;
+ OVERLAPPED* overlapped = NULL;
+ if (!GetQueuedCompletionStatus(port_.Get(), &item->bytes_transfered, &key,
+ &overlapped, timeout)) {
+ if (!overlapped)
+ return false; // Nothing in the queue.
+ item->error = GetLastError();
+ item->bytes_transfered = 0;
+ }
+
+ item->handler = reinterpret_cast<IOHandler*>(key);
+ item->context = reinterpret_cast<IOContext*>(overlapped);
+ return true;
+}
+
+bool MessagePumpForIO::ProcessInternalIOItem(const IOItem& item) {
+ if (this == reinterpret_cast<MessagePumpForIO*>(item.context) &&
+ this == reinterpret_cast<MessagePumpForIO*>(item.handler)) {
+ // This is our internal completion.
+ DCHECK(!item.bytes_transfered);
+ InterlockedExchange(&have_work_, 0);
+ return true;
+ }
+ return false;
+}
+
+// Returns a completion item that was previously received.
+bool MessagePumpForIO::MatchCompletedIOItem(IOHandler* filter, IOItem* item) {
+ DCHECK(!completed_io_.empty());
+ for (std::list<IOItem>::iterator it = completed_io_.begin();
+ it != completed_io_.end(); ++it) {
+ if (!filter || it->handler == filter) {
+ *item = *it;
+ completed_io_.erase(it);
+ return true;
+ }
+ }
+ return false;
+}
+
+} // namespace base