/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ // Copyright (c) 2006-2009 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. #ifndef BASE_THREAD_H_ #define BASE_THREAD_H_ #include #include #include "base/message_loop.h" #include "base/platform_thread.h" namespace base { // A simple thread abstraction that establishes a MessageLoop on a new thread. // The consumer uses the MessageLoop of the thread to cause code to execute on // the thread. When this object is destroyed the thread is terminated. All // pending tasks queued on the thread's message loop will run to completion // before the thread is terminated. class Thread : PlatformThread::Delegate { public: struct Options { // Specifies the type of message loop that will be allocated on the thread. MessageLoop::Type message_loop_type; // Specifies the maximum stack size that the thread is allowed to use. // This does not necessarily correspond to the thread's initial stack size. // A value of 0 indicates that the default maximum should be used. size_t stack_size; // Specifies the transient and permanent hang timeouts for background hang // monitoring. A value of 0 indicates there is no timeout. uint32_t transient_hang_timeout; uint32_t permanent_hang_timeout; Options() : message_loop_type(MessageLoop::TYPE_DEFAULT) , stack_size(0) , transient_hang_timeout(0) , permanent_hang_timeout(0) {} Options(MessageLoop::Type type, size_t size) : message_loop_type(type) , stack_size(size) , transient_hang_timeout(0) , permanent_hang_timeout(0) {} }; // Constructor. // name is a display string to identify the thread. explicit Thread(const char *name); // Destroys the thread, stopping it if necessary. // // NOTE: If you are subclassing from Thread, and you wish for your CleanUp // method to be called, then you need to call Stop() from your destructor. // virtual ~Thread(); // Starts the thread. Returns true if the thread was successfully started; // otherwise, returns false. Upon successful return, the message_loop() // getter will return non-null. // // Note: This function can't be called on Windows with the loader lock held; // i.e. during a DllMain, global object construction or destruction, atexit() // callback. bool Start(); // Starts the thread. Behaves exactly like Start in addition to allow to // override the default options. // // Note: This function can't be called on Windows with the loader lock held; // i.e. during a DllMain, global object construction or destruction, atexit() // callback. bool StartWithOptions(const Options& options); // Signals the thread to exit and returns once the thread has exited. After // this method returns, the Thread object is completely reset and may be used // as if it were newly constructed (i.e., Start may be called again). // // Stop may be called multiple times and is simply ignored if the thread is // already stopped. // // NOTE: This method is optional. It is not strictly necessary to call this // method as the Thread's destructor will take care of stopping the thread if // necessary. // void Stop(); // Signals the thread to exit in the near future. // // WARNING: This function is not meant to be commonly used. Use at your own // risk. Calling this function will cause message_loop() to become invalid in // the near future. This function was created to workaround a specific // deadlock on Windows with printer worker thread. In any other case, Stop() // should be used. // // StopSoon should not be called multiple times as it is risky to do so. It // could cause a timing issue in message_loop() access. Call Stop() to reset // the thread object once it is known that the thread has quit. void StopSoon(); // Returns the message loop for this thread. Use the MessageLoop's // PostTask methods to execute code on the thread. This only returns // non-null after a successful call to Start. After Stop has been called, // this will return NULL. // // NOTE: You must not call this MessageLoop's Quit method directly. Use // the Thread's Stop method instead. // MessageLoop* message_loop() const { return message_loop_; } // Set the name of this thread (for display in debugger too). const std::string &thread_name() { return name_; } // The native thread handle. PlatformThreadHandle thread_handle() { return thread_; } // The thread ID. PlatformThreadId thread_id() const { return thread_id_; } // Reset thread ID as current thread. PlatformThreadId reset_thread_id() { thread_id_ = PlatformThread::CurrentId(); return thread_id_; } // Returns true if the thread has been started, and not yet stopped. // When a thread is running, the thread_id_ is non-zero. bool IsRunning() const { return thread_id_ != 0; } protected: // Called just prior to starting the message loop virtual void Init() {} // Called just after the message loop ends virtual void CleanUp() {} static void SetThreadWasQuitProperly(bool flag); static bool GetThreadWasQuitProperly(); private: // PlatformThread::Delegate methods: virtual void ThreadMain(); // We piggy-back on the startup_data_ member to know if we successfully // started the thread. This way we know that we need to call Join. bool thread_was_started() const { return startup_data_ != NULL; } // Used to pass data to ThreadMain. struct StartupData; StartupData* startup_data_; // The thread's handle. PlatformThreadHandle thread_; // The thread's message loop. Valid only while the thread is alive. Set // by the created thread. MessageLoop* message_loop_; // Our thread's ID. PlatformThreadId thread_id_; // The name of the thread. Used for debugging purposes. std::string name_; friend class ThreadQuitTask; DISALLOW_COPY_AND_ASSIGN(Thread); }; } // namespace base #endif // BASE_THREAD_H_