simple_thread.h revision 3f50c38dc070f4bb515c1b64450dae14f316474e
1// Copyright (c) 2011 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5// WARNING: You should probably be using Thread (thread.h) instead.  Thread is
6//          Chrome's message-loop based Thread abstraction, and if you are a
7//          thread running in the browser, there will likely be assumptions
8//          that your thread will have an associated message loop.
9//
10// This is a simple thread interface that backs to a native operating system
11// thread.  You should use this only when you want a thread that does not have
12// an associated MessageLoop.  Unittesting is the best example of this.
13//
14// The simplest interface to use is DelegateSimpleThread, which will create
15// a new thread, and execute the Delegate's virtual Run() in this new thread
16// until it has completed, exiting the thread.
17//
18// NOTE: You *MUST* call Join on the thread to clean up the underlying thread
19// resources.  You are also responsible for destructing the SimpleThread object.
20// It is invalid to destroy a SimpleThread while it is running, or without
21// Start() having been called (and a thread never created).  The Delegate
22// object should live as long as a DelegateSimpleThread.
23//
24// Thread Safety: A SimpleThread is not completely thread safe.  It is safe to
25// access it from the creating thread or from the newly created thread.  This
26// implies that the creator thread should be the thread that calls Join.
27//
28// Example:
29//   class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
30//   MyThreadRunner runner;
31//   DelegateSimpleThread thread(&runner, "good_name_here");
32//   thread.Start();
33//   // Start will return after the Thread has been successfully started and
34//   // initialized.  The newly created thread will invoke runner->Run(), and
35//   // run until it returns.
36//   thread.Join();  // Wait until the thread has exited.  You *MUST* Join!
37//   // The SimpleThread object is still valid, however you may not call Join
38//   // or Start again.
39
40#ifndef BASE_THREADING_SIMPLE_THREAD_H_
41#define BASE_THREADING_SIMPLE_THREAD_H_
42#pragma once
43
44#include <string>
45#include <queue>
46#include <vector>
47
48#include "base/basictypes.h"
49#include "base/lock.h"
50#include "base/threading/platform_thread.h"
51#include "base/synchronization/waitable_event.h"
52
53namespace base {
54
55// This is the base SimpleThread.  You can derive from it and implement the
56// virtual Run method, or you can use the DelegateSimpleThread interface.
57class SimpleThread : public PlatformThread::Delegate {
58 public:
59  class Options {
60   public:
61    Options() : stack_size_(0) { }
62    ~Options() { }
63
64    // We use the standard compiler-supplied copy constructor.
65
66    // A custom stack size, or 0 for the system default.
67    void set_stack_size(size_t size) { stack_size_ = size; }
68    size_t stack_size() const { return stack_size_; }
69   private:
70    size_t stack_size_;
71  };
72
73  // Create a SimpleThread.  |options| should be used to manage any specific
74  // configuration involving the thread creation and management.
75  // Every thread has a name, in the form of |name_prefix|/TID, for example
76  // "my_thread/321".  The thread will not be created until Start() is called.
77  explicit SimpleThread(const std::string& name_prefix);
78  SimpleThread(const std::string& name_prefix, const Options& options);
79
80  virtual ~SimpleThread();
81
82  virtual void Start();
83  virtual void Join();
84
85  // Subclasses should override the Run method.
86  virtual void Run() = 0;
87
88  // Return the thread name prefix, or "unnamed" if none was supplied.
89  std::string name_prefix() { return name_prefix_; }
90
91  // Return the completed name including TID, only valid after Start().
92  std::string name() { return name_; }
93
94  // Return the thread id, only valid after Start().
95  PlatformThreadId tid() { return tid_; }
96
97  // Return True if Start() has ever been called.
98  bool HasBeenStarted() { return event_.IsSignaled(); }
99
100  // Return True if Join() has evern been called.
101  bool HasBeenJoined() { return joined_; }
102
103  // Overridden from PlatformThread::Delegate:
104  virtual void ThreadMain();
105
106 private:
107  const std::string name_prefix_;
108  std::string name_;
109  const Options options_;
110  PlatformThreadHandle thread_;  // PlatformThread handle, invalid after Join!
111  WaitableEvent event_;          // Signaled if Start() was ever called.
112  PlatformThreadId tid_;         // The backing thread's id.
113  bool joined_;                  // True if Join has been called.
114};
115
116class DelegateSimpleThread : public SimpleThread {
117 public:
118  class Delegate {
119   public:
120    Delegate() { }
121    virtual ~Delegate() { }
122    virtual void Run() = 0;
123  };
124
125  DelegateSimpleThread(Delegate* delegate,
126                       const std::string& name_prefix);
127  DelegateSimpleThread(Delegate* delegate,
128                       const std::string& name_prefix,
129                       const Options& options);
130
131  virtual ~DelegateSimpleThread();
132  virtual void Run();
133 private:
134  Delegate* delegate_;
135};
136
137// DelegateSimpleThreadPool allows you to start up a fixed number of threads,
138// and then add jobs which will be dispatched to the threads.  This is
139// convenient when you have a lot of small work that you want done
140// multi-threaded, but don't want to spawn a thread for each small bit of work.
141//
142// You just call AddWork() to add a delegate to the list of work to be done.
143// JoinAll() will make sure that all outstanding work is processed, and wait
144// for everything to finish.  You can reuse a pool, so you can call Start()
145// again after you've called JoinAll().
146class DelegateSimpleThreadPool : public DelegateSimpleThread::Delegate {
147 public:
148  typedef DelegateSimpleThread::Delegate Delegate;
149
150  DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
151  virtual ~DelegateSimpleThreadPool();
152
153  // Start up all of the underlying threads, and start processing work if we
154  // have any.
155  void Start();
156
157  // Make sure all outstanding work is finished, and wait for and destroy all
158  // of the underlying threads in the pool.
159  void JoinAll();
160
161  // It is safe to AddWork() any time, before or after Start().
162  // Delegate* should always be a valid pointer, NULL is reserved internally.
163  void AddWork(Delegate* work, int repeat_count);
164  void AddWork(Delegate* work) {
165    AddWork(work, 1);
166  }
167
168  // We implement the Delegate interface, for running our internal threads.
169  virtual void Run();
170
171 private:
172  const std::string name_prefix_;
173  int num_threads_;
174  std::vector<DelegateSimpleThread*> threads_;
175  std::queue<Delegate*> delegates_;
176  Lock lock_;            // Locks delegates_
177  WaitableEvent dry_;    // Not signaled when there is no work to do.
178};
179
180}  // namespace base
181
182#endif  // BASE_THREADING_SIMPLE_THREAD_H_
183