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/*
* Copyright (C) 2010-2018 Apple Inc. All rights reserved.
* Copyright (C) 2017 Sony Interactive Entertainment Inc.
*
* 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. AND ITS CONTRIBUTORS ``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 ITS 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.
*/
#include "config.h"
#include <wtf/WorkQueue.h>
#include <wtf/MathExtras.h>
#include <wtf/Threading.h>
namespace WTF {
DWORD WorkQueue::workThreadCallback(void* context)
{
ASSERT_ARG(context, context);
WorkQueue* queue = static_cast<WorkQueue*>(context);
if (queue->tryRegisterAsWorkThread())
queue->performWorkOnRegisteredWorkThread();
queue->deref();
return 0;
}
void WorkQueue::performWorkOnRegisteredWorkThread()
{
ASSERT(m_isWorkThreadRegistered);
m_functionQueueLock.lock();
while (!m_functionQueue.isEmpty()) {
Vector<Function<void()>> functionQueue;
m_functionQueue.swap(functionQueue);
// Allow more work to be scheduled while we're not using the queue directly.
m_functionQueueLock.unlock();
for (auto& function : functionQueue)
function();
m_functionQueueLock.lock();
}
// One invariant we maintain is that any work scheduled while a work thread is registered will
// be handled by that work thread. Unregister as the work thread while the queue lock is still
// held so that no work can be scheduled while we're still registered.
unregisterAsWorkThread();
m_functionQueueLock.unlock();
}
void WorkQueue::platformInitialize(const char* name, Type, QOS)
{
m_isWorkThreadRegistered = 0;
m_timerQueue = ::CreateTimerQueue();
ASSERT_WITH_MESSAGE(m_timerQueue, "::CreateTimerQueue failed with error %lu", ::GetLastError());
}
bool WorkQueue::tryRegisterAsWorkThread()
{
LONG result = ::InterlockedCompareExchange(&m_isWorkThreadRegistered, 1, 0);
ASSERT(!result || result == 1);
return !result;
}
void WorkQueue::unregisterAsWorkThread()
{
LONG result = ::InterlockedCompareExchange(&m_isWorkThreadRegistered, 0, 1);
ASSERT_UNUSED(result, result == 1);
}
void WorkQueue::platformInvalidate()
{
// FIXME: We need to ensure that any timer-queue timers that fire after this point don't try to
// access this WorkQueue <http://webkit.org/b/44690>.
::DeleteTimerQueueEx(m_timerQueue, 0);
}
void WorkQueue::dispatch(Function<void()>&& function)
{
auto locker = holdLock(m_functionQueueLock);
m_functionQueue.append(WTFMove(function));
// Spawn a work thread to perform the work we just added. As an optimization, we avoid
// spawning the thread if a work thread is already registered. This prevents multiple work
// threads from being spawned in most cases. (Note that when a work thread has been spawned but
// hasn't registered itself yet, m_isWorkThreadRegistered will be false and we'll end up
// spawning a second work thread here. But work thread registration process will ensure that
// only one thread actually ends up performing work.)
if (!m_isWorkThreadRegistered) {
ref();
::QueueUserWorkItem(workThreadCallback, this, WT_EXECUTEDEFAULT);
}
}
struct TimerContext : public ThreadSafeRefCounted<TimerContext> {
static Ref<TimerContext> create() { return adoptRef(*new TimerContext); }
Lock timerLock;
WorkQueue* queue { nullptr };
HANDLE timer { nullptr };
Function<void()> function;
private:
TimerContext() = default;
};
void WorkQueue::timerCallback(void* context, BOOLEAN timerOrWaitFired)
{
ASSERT_ARG(context, context);
ASSERT_UNUSED(timerOrWaitFired, timerOrWaitFired);
// Balanced by leakRef in scheduleWorkAfterDelay.
RefPtr<TimerContext> timerContext = adoptRef(static_cast<TimerContext*>(context));
timerContext->queue->dispatch(WTFMove(timerContext->function));
auto locker = holdLock(timerContext->timerLock);
ASSERT(timerContext->timer);
ASSERT(timerContext->queue->m_timerQueue);
if (!::DeleteTimerQueueTimer(timerContext->queue->m_timerQueue, timerContext->timer, 0)) {
// Getting ERROR_IO_PENDING here means that the timer will be destroyed once the callback is done executing.
ASSERT_WITH_MESSAGE(::GetLastError() == ERROR_IO_PENDING, "::DeleteTimerQueueTimer failed with error %lu", ::GetLastError());
}
}
void WorkQueue::dispatchAfter(Seconds duration, Function<void()>&& function)
{
ASSERT(m_timerQueue);
ref();
Ref<TimerContext> context = TimerContext::create();
context->queue = this;
context->function = WTFMove(function);
{
// The timer callback could fire before ::CreateTimerQueueTimer even returns, so we protect
// context->timer with a mutex to ensure the timer callback doesn't access it before the
// timer handle has been stored in it.
auto locker = holdLock(context->timerLock);
int64_t milliseconds = duration.milliseconds();
// From empirical testing, we've seen CreateTimerQueueTimer() sometimes fire up to 5+ ms early.
// This causes havoc for clients of this code that expect to not be called back until the
// specified duration has expired. Other folks online have also observed some slop in the
// firing times of CreateTimerQuqueTimer(). From the data posted at
// http://omeg.pl/blog/2011/11/on-winapi-timers-and-their-resolution, it appears that the slop
// can be up to about 10 ms. To ensure that we don't fire the timer early, we'll tack on a
// slop adjustment to the duration, and we'll use double the worst amount of slop observed
// so far.
const int64_t slopAdjustment = 20;
if (milliseconds)
milliseconds += slopAdjustment;
// Since our timer callback is quick, we can execute in the timer thread itself and avoid
// an extra thread switch over to a worker thread.
if (!::CreateTimerQueueTimer(&context->timer, m_timerQueue, timerCallback, context.ptr(), clampTo<DWORD>(milliseconds), 0, WT_EXECUTEINTIMERTHREAD)) {
ASSERT_WITH_MESSAGE(false, "::CreateTimerQueueTimer failed with error %lu", ::GetLastError());
return;
}
}
// The timer callback will handle destroying context.
context.leakRef();
}
} // namespace WTF