simple_thread.h revision ddb351dbec246cf1fab5ec20d2d5520909041de1
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/base_api.h"
49#include "base/basictypes.h"
50#include "base/threading/platform_thread.h"
51#include "base/synchronization/lock.h"
52#include "base/synchronization/waitable_event.h"
53
54namespace base {
55
56// This is the base SimpleThread.  You can derive from it and implement the
57// virtual Run method, or you can use the DelegateSimpleThread interface.
58class BASE_API SimpleThread : public PlatformThread::Delegate {
59 public:
60  class BASE_API Options {
61   public:
62    Options() : stack_size_(0) { }
63    ~Options() { }
64
65    // We use the standard compiler-supplied copy constructor.
66
67    // A custom stack size, or 0 for the system default.
68    void set_stack_size(size_t size) { stack_size_ = size; }
69    size_t stack_size() const { return stack_size_; }
70   private:
71    size_t stack_size_;
72  };
73
74  // Create a SimpleThread.  |options| should be used to manage any specific
75  // configuration involving the thread creation and management.
76  // Every thread has a name, in the form of |name_prefix|/TID, for example
77  // "my_thread/321".  The thread will not be created until Start() is called.
78  explicit SimpleThread(const std::string& name_prefix);
79  SimpleThread(const std::string& name_prefix, const Options& options);
80
81  virtual ~SimpleThread();
82
83  virtual void Start();
84  virtual void Join();
85
86  // Subclasses should override the Run method.
87  virtual void Run() = 0;
88
89  // Return the thread name prefix, or "unnamed" if none was supplied.
90  std::string name_prefix() { return name_prefix_; }
91
92  // Return the completed name including TID, only valid after Start().
93  std::string name() { return name_; }
94
95  // Return the thread id, only valid after Start().
96  PlatformThreadId tid() { return tid_; }
97
98  // Return True if Start() has ever been called.
99  bool HasBeenStarted() { return event_.IsSignaled(); }
100
101  // Return True if Join() has evern been called.
102  bool HasBeenJoined() { return joined_; }
103
104  // Overridden from PlatformThread::Delegate:
105  virtual void ThreadMain();
106
107 private:
108  const std::string name_prefix_;
109  std::string name_;
110  const Options options_;
111  PlatformThreadHandle thread_;  // PlatformThread handle, invalid after Join!
112  WaitableEvent event_;          // Signaled if Start() was ever called.
113  PlatformThreadId tid_;         // The backing thread's id.
114  bool joined_;                  // True if Join has been called.
115};
116
117class BASE_API DelegateSimpleThread : public SimpleThread {
118 public:
119  class BASE_API Delegate {
120   public:
121    Delegate() { }
122    virtual ~Delegate() { }
123    virtual void Run() = 0;
124  };
125
126  DelegateSimpleThread(Delegate* delegate,
127                       const std::string& name_prefix);
128  DelegateSimpleThread(Delegate* delegate,
129                       const std::string& name_prefix,
130                       const Options& options);
131
132  virtual ~DelegateSimpleThread();
133  virtual void Run();
134 private:
135  Delegate* delegate_;
136};
137
138// DelegateSimpleThreadPool allows you to start up a fixed number of threads,
139// and then add jobs which will be dispatched to the threads.  This is
140// convenient when you have a lot of small work that you want done
141// multi-threaded, but don't want to spawn a thread for each small bit of work.
142//
143// You just call AddWork() to add a delegate to the list of work to be done.
144// JoinAll() will make sure that all outstanding work is processed, and wait
145// for everything to finish.  You can reuse a pool, so you can call Start()
146// again after you've called JoinAll().
147class BASE_API DelegateSimpleThreadPool
148    : public DelegateSimpleThread::Delegate {
149 public:
150  typedef DelegateSimpleThread::Delegate Delegate;
151
152  DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
153  virtual ~DelegateSimpleThreadPool();
154
155  // Start up all of the underlying threads, and start processing work if we
156  // have any.
157  void Start();
158
159  // Make sure all outstanding work is finished, and wait for and destroy all
160  // of the underlying threads in the pool.
161  void JoinAll();
162
163  // It is safe to AddWork() any time, before or after Start().
164  // Delegate* should always be a valid pointer, NULL is reserved internally.
165  void AddWork(Delegate* work, int repeat_count);
166  void AddWork(Delegate* work) {
167    AddWork(work, 1);
168  }
169
170  // We implement the Delegate interface, for running our internal threads.
171  virtual void Run();
172
173 private:
174  const std::string name_prefix_;
175  int num_threads_;
176  std::vector<DelegateSimpleThread*> threads_;
177  std::queue<Delegate*> delegates_;
178  base::Lock lock_;            // Locks delegates_
179  WaitableEvent dry_;    // Not signaled when there is no work to do.
180};
181
182}  // namespace base
183
184#endif  // BASE_THREADING_SIMPLE_THREAD_H_
185