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/*
* Copyright (C) 2016-2020 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include <wtf/Box.h>
#include <wtf/Condition.h>
#include <wtf/Lock.h>
#include <wtf/ThreadSafeRefCounted.h>
#include <wtf/Threading.h>
#include <wtf/Vector.h>
namespace WTF {
// Often, we create threads that have this as their body:
//
// for (;;) {
// {
// Locker locker { m_lock };
// for (;;) {
// [1] stuff that could break, return, or fall through;
// m_condition.wait(m_lock);
// }
// }
//
// [2] do work;
// }
//
// When we do this, we don't always do a good job of managing this thread's lifetime, which may lead
// to this thread sitting around even when it is not needed.
//
// AutomaticThread is here to help you in these situations. It encapsulates a lock, a condition
// variable, and a thread. It will automatically shut the thread down after a timeout of inactivity.
// You use AutomaticThread by subclassing it, and put any state that is needed between [1] and [2]
// in the subclass.
//
// The terminology we use is:
//
// [1] PollResult AutomaticThread::poll()
// [2] WorkResult AutomaticThread::work()
//
// Note that poll() and work() may not be called on the same thread every time, since this will shut
// down the thread as necessary. This is legal since m_condition.wait(m_lock) can drop the lock, and
// so there is no reason to keep the thread around.
class AutomaticThread;
class AutomaticThreadCondition : public ThreadSafeRefCounted<AutomaticThreadCondition> {
public:
static WTF_EXPORT_PRIVATE Ref<AutomaticThreadCondition> create();
WTF_EXPORT_PRIVATE ~AutomaticThreadCondition();
WTF_EXPORT_PRIVATE void notifyOne(const AbstractLocker&);
WTF_EXPORT_PRIVATE void notifyAll(const AbstractLocker&);
// You can reuse this condition for other things, just as you would any other condition.
// However, since conflating conditions could lead to thundering herd, it's best to avoid it.
// One known-good case for one-true-condition is when the communication involves just two
// threads. In such cases, the thread doing the notifyAll() can wake up at most one thread -
// its partner.
WTF_EXPORT_PRIVATE void wait(Lock& lock) WTF_REQUIRES_LOCK(lock);
WTF_EXPORT_PRIVATE bool waitFor(Lock& lock, Seconds) WTF_REQUIRES_LOCK(lock);
private:
friend class AutomaticThread;
WTF_EXPORT_PRIVATE AutomaticThreadCondition();
void add(const AbstractLocker&, AutomaticThread*);
void remove(const AbstractLocker&, AutomaticThread*);
bool contains(const AbstractLocker&, AutomaticThread*);
Condition m_condition;
Vector<AutomaticThread*> m_threads;
};
class WTF_EXPORT_PRIVATE AutomaticThread : public ThreadSafeRefCounted<AutomaticThread> {
public:
// Note that if you drop all of your references to an AutomaticThread then as soon as there is a
// timeout during which it doesn't get woken up, it will simply die on its own. This is a
// permanent kind of death where the AutomaticThread object goes away, rather than the temporary
// kind of death where AutomaticThread lives but its underlying thread dies. All you have to do
// to prevent permanent death is keep a ref to AutomaticThread. At time of writing, every user of
// AutomaticThread keeps a ref to it and does join() as part of the shutdown process, so only the
// temporary kind of automatic death happens in practice. We keep the permanent death feature
// because it leads to an easy-to-understand reference counting discipline (AutomaticThread holds
// strong ref to AutomaticThreadCondition and the underlying thread holds a strong ref to
// AutomaticThread).
virtual ~AutomaticThread();
// Sometimes it's possible to optimize for the case that there is no underlying thread.
bool hasUnderlyingThread(const AbstractLocker&) const { return m_hasUnderlyingThread; }
// This attempts to quickly stop the thread. This will succeed if the thread happens to not be
// running. Returns true if the thread has been stopped. A good idiom for stopping your automatic
// thread is to first try this, and if that doesn't work, to tell the thread using your own
// mechanism (set some flag and then notify the condition).
bool tryStop(const AbstractLocker&);
bool isWaiting(const AbstractLocker&);
bool notify(const AbstractLocker&);
void join();
virtual const char* name() const { return "WTF::AutomaticThread"; }
protected:
// This logically creates the thread, but in reality the thread won't be created until someone
// calls AutomaticThreadCondition::notifyOne() or notifyAll().
AutomaticThread(const AbstractLocker&, Box<Lock>, Ref<AutomaticThreadCondition>&&, Seconds timeout = 10_s);
AutomaticThread(const AbstractLocker&, Box<Lock>, Ref<AutomaticThreadCondition>&&, ThreadType, Seconds timeout = 10_s);
// To understand PollResult and WorkResult, imagine that poll() and work() are being called like
// so:
//
// void AutomaticThread::runThread()
// {
// for (;;) {
// {
// Locker locker { m_lock };
// for (;;) {
// PollResult result = poll();
// if (result == PollResult::Work)
// break;
// if (result == PollResult::Stop)
// return;
// RELEASE_ASSERT(result == PollResult::Wait);
// m_condition.wait(m_lock);
// }
// }
//
// WorkResult result = work();
// if (result == WorkResult::Stop)
// return;
// RELEASE_ASSERT(result == WorkResult::Continue);
// }
// }
enum class PollResult { Work, Stop, Wait };
virtual PollResult poll(const AbstractLocker&) = 0;
enum class WorkResult { Continue, Stop };
virtual WorkResult work() = 0;
// It's sometimes useful to allocate resources while the thread is running, and to destroy them
// when the thread dies. These methods let you do this. You can override these methods, and you
// can be sure that the default ones don't do anything (so you don't need a super call).
virtual void threadDidStart();
virtual void threadIsStopping(const AbstractLocker&);
// Control whether this automatic thread should sleep when timeout happens.
// By overriding this function, we can customize how automatic threads will sleep.
// For example, when you have thread pool, you can decrease active threads moderately.
virtual bool shouldSleep(const AbstractLocker&) { return true; }
private:
friend class AutomaticThreadCondition;
void start(const AbstractLocker&);
Box<Lock> m_lock;
Ref<AutomaticThreadCondition> m_condition;
Seconds m_timeout;
ThreadType m_threadType { ThreadType::Unknown };
bool m_isRunning { true };
bool m_isWaiting { false };
bool m_hasUnderlyingThread { false };
Condition m_waitCondition;
Condition m_isRunningCondition;
};
} // namespace WTF
using WTF::AutomaticThread;
using WTF::AutomaticThreadCondition;