393 lines
14 KiB
C
393 lines
14 KiB
C
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// OneShotTimer, RepeatingTimer and RetainingOneShotTimer provide a simple timer
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// API. As the names suggest, OneShotTimer calls you back once after a time
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// delay expires.
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// RepeatingTimer on the other hand calls you back periodically with the
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// prescribed time interval.
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// RetainingOneShotTimer doesn't repeat the task itself like RepeatingTimer, but
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// retains the given task after the time out. You can restart it with Reset
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// again without giving new task to Start.
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//
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// All of OneShotTimer, RepeatingTimer and RetainingOneShotTimer cancel the
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// timer when they go out of scope, which makes it easy to ensure that you do
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// not get called when your object has gone out of scope. Just instantiate a
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// timer as a member variable of the class for which you wish to receive timer
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// events.
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//
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// Sample RepeatingTimer usage:
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//
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// class MyClass {
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// public:
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// void StartDoingStuff() {
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// timer_.Start(FROM_HERE, TimeDelta::FromSeconds(1),
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// this, &MyClass::DoStuff);
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// }
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// void StopDoingStuff() {
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// timer_.Stop();
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// }
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// private:
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// void DoStuff() {
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// // This method is called every second to do stuff.
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// ...
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// }
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// base::RepeatingTimer timer_;
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// };
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//
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// Timers also support a Reset method, which allows you to easily defer the
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// timer event until the timer delay passes once again. So, in the above
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// example, if 0.5 seconds have already passed, calling Reset on |timer_|
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// would postpone DoStuff by another 1 second. In other words, Reset is
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// shorthand for calling Stop and then Start again with the same arguments.
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//
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// These APIs are not thread safe. When a method is called (except the
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// constructor), all further method calls must be on the same sequence until
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// Stop().
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//
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// By default, the scheduled tasks will be run on the same sequence that the
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// Timer was *started on*. To mock time in unit tests, some old tests used
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// SetTaskRunner() to schedule the delay on a test-controlled TaskRunner. The
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// modern and preferred approach to mock time is to use TaskEnvironment's
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// MOCK_TIME mode.
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#ifndef BASE_TIMER_TIMER_H_
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#define BASE_TIMER_TIMER_H_
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// IMPORTANT: If you change timer code, make sure that all tests (including
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// disabled ones) from timer_unittests.cc pass locally. Some are disabled
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// because they're flaky on the buildbot, but when you run them locally you
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// should be able to tell the difference.
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#include <memory>
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#include "base/base_export.h"
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#include "base/bind.h"
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#include "base/bind_helpers.h"
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#include "base/callback.h"
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#include "base/location.h"
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#include "base/macros.h"
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#include "base/sequence_checker_impl.h"
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#include "base/sequenced_task_runner.h"
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#include "base/time/time.h"
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namespace base {
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class TickClock;
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namespace internal {
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class BaseTimerTaskInternal;
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//-----------------------------------------------------------------------------
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// This class wraps TaskRunner::PostDelayedTask to manage delayed and repeating
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// tasks. See meta comment above for thread-safety requirements.
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// Do not use this class directly. Use one of OneShotTimer, RepeatingTimer or
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// RetainingOneShotTimer.
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//
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class BASE_EXPORT TimerBase {
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public:
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// Constructs a timer. Start must be called later to set task info.
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// If |tick_clock| is provided, it is used instead of TimeTicks::Now() to get
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// TimeTicks when scheduling tasks.
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TimerBase();
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explicit TimerBase(const TickClock* tick_clock);
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// Construct a timer with task info.
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// If |tick_clock| is provided, it is used instead of TimeTicks::Now() to get
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// TimeTicks when scheduling tasks.
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TimerBase(const Location& posted_from, TimeDelta delay);
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TimerBase(const Location& posted_from,
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TimeDelta delay,
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const TickClock* tick_clock);
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virtual ~TimerBase();
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// Returns true if the timer is running (i.e., not stopped).
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bool IsRunning() const;
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// Returns the current delay for this timer.
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TimeDelta GetCurrentDelay() const;
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// Sets the task runner on which the delayed task should be scheduled when
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// this Timer is running. This method can only be called while this Timer
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// isn't running. This is an alternative (old) approach to mock time in tests.
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// The modern and preferred approach is to use
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// TaskEnvironment::TimeSource::MOCK_TIME. To avoid racy usage of Timer,
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// |task_runner| must run tasks on the same sequence which this Timer is bound
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// to (started from). TODO(gab): Migrate all callers to
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// TaskEnvironment::TimeSource::MOCK_TIME.
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virtual void SetTaskRunner(scoped_refptr<SequencedTaskRunner> task_runner);
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// Call this method to stop and cancel the timer. It is a no-op if the timer
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// is not running.
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virtual void Stop();
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// Stop running task (if any) and abandon scheduled task (if any).
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void AbandonAndStop() {
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AbandonScheduledTask();
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Stop();
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// No more member accesses here: |this| could be deleted at this point.
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}
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// Call this method to reset the timer delay. The user task must be set. If
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// the timer is not running, this will start it by posting a task.
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virtual void Reset();
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const TimeTicks& desired_run_time() const { return desired_run_time_; }
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protected:
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virtual void OnStop() = 0;
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virtual void RunUserTask() = 0;
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// Returns the current tick count.
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TimeTicks Now() const;
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void set_desired_run_time(TimeTicks desired) { desired_run_time_ = desired; }
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void set_is_running(bool running) { is_running_ = running; }
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const Location& posted_from() const { return posted_from_; }
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// The task runner on which the task should be scheduled. If it is null, the
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// task runner for the current sequence will be used.
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scoped_refptr<SequencedTaskRunner> task_runner_;
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// Timer isn't thread-safe and must only be used on its origin sequence
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// (sequence on which it was started). Once fully Stop()'ed it may be
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// destroyed or restarted on another sequence.
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SequenceChecker origin_sequence_checker_;
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// Allocates a new |scheduled_task_| and posts it on the current sequence with
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// the given |delay|. |scheduled_task_| must be null. |scheduled_run_time_|
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// and |desired_run_time_| are reset to Now() + delay.
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void PostNewScheduledTask(TimeDelta delay);
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void StartInternal(const Location& posted_from, TimeDelta delay);
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private:
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friend class BaseTimerTaskInternal;
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// Returns the task runner on which the task should be scheduled. If the
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// corresponding |task_runner_| field is null, the task runner for the current
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// sequence is returned.
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scoped_refptr<SequencedTaskRunner> GetTaskRunner();
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// Disable |scheduled_task_| and abandon it so that it no longer refers back
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// to this object.
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void AbandonScheduledTask();
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// Called by BaseTimerTaskInternal when the delayed task fires.
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void RunScheduledTask();
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// When non-null, the |scheduled_task_| was posted to call RunScheduledTask()
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// at |scheduled_run_time_|.
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BaseTimerTaskInternal* scheduled_task_;
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// Location in user code.
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Location posted_from_;
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// Delay requested by user.
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TimeDelta delay_;
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// The time at which |scheduled_task_| is expected to fire. This time can be a
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// "zero" TimeTicks if the task must be run immediately.
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TimeTicks scheduled_run_time_;
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// The desired run time of |user_task_|. The user may update this at any time,
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// even if their previous request has not run yet. If |desired_run_time_| is
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// greater than |scheduled_run_time_|, a continuation task will be posted to
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// wait for the remaining time. This allows us to reuse the pending task so as
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// not to flood the delayed queues with orphaned tasks when the user code
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// excessively Stops and Starts the timer. This time can be a "zero" TimeTicks
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// if the task must be run immediately.
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TimeTicks desired_run_time_;
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// The tick clock used to calculate the run time for scheduled tasks.
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const TickClock* const tick_clock_;
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// If true, |user_task_| is scheduled to run sometime in the future.
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bool is_running_;
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DISALLOW_COPY_AND_ASSIGN(TimerBase);
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};
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} // namespace internal
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//-----------------------------------------------------------------------------
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// A simple, one-shot timer. See usage notes at the top of the file.
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class BASE_EXPORT OneShotTimer : public internal::TimerBase {
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public:
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OneShotTimer();
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explicit OneShotTimer(const TickClock* tick_clock);
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~OneShotTimer() override;
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// Start the timer to run at the given |delay| from now. If the timer is
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// already running, it will be replaced to call the given |user_task|.
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virtual void Start(const Location& posted_from,
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TimeDelta delay,
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OnceClosure user_task);
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// Start the timer to run at the given |delay| from now. If the timer is
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// already running, it will be replaced to call a task formed from
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// |receiver->*method|.
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template <class Receiver>
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void Start(const Location& posted_from,
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TimeDelta delay,
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Receiver* receiver,
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void (Receiver::*method)()) {
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Start(posted_from, delay, BindOnce(method, Unretained(receiver)));
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}
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// Run the scheduled task immediately, and stop the timer. The timer needs to
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// be running.
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void FireNow();
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private:
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void OnStop() final;
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void RunUserTask() final;
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OnceClosure user_task_;
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DISALLOW_COPY_AND_ASSIGN(OneShotTimer);
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};
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//-----------------------------------------------------------------------------
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// A simple, repeating timer. See usage notes at the top of the file.
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class BASE_EXPORT RepeatingTimer : public internal::TimerBase {
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public:
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RepeatingTimer();
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explicit RepeatingTimer(const TickClock* tick_clock);
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~RepeatingTimer() override;
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RepeatingTimer(const Location& posted_from,
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TimeDelta delay,
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RepeatingClosure user_task);
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RepeatingTimer(const Location& posted_from,
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TimeDelta delay,
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RepeatingClosure user_task,
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const TickClock* tick_clock);
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// Start the timer to run at the given |delay| from now. If the timer is
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// already running, it will be replaced to call the given |user_task|.
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virtual void Start(const Location& posted_from,
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TimeDelta delay,
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RepeatingClosure user_task);
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// Start the timer to run at the given |delay| from now. If the timer is
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// already running, it will be replaced to call a task formed from
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// |receiver->*method|.
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template <class Receiver>
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void Start(const Location& posted_from,
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TimeDelta delay,
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Receiver* receiver,
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void (Receiver::*method)()) {
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Start(posted_from, delay, BindRepeating(method, Unretained(receiver)));
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}
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const RepeatingClosure& user_task() const { return user_task_; }
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private:
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// Mark this final, so that the destructor can call this safely.
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void OnStop() final;
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void RunUserTask() override;
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RepeatingClosure user_task_;
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DISALLOW_COPY_AND_ASSIGN(RepeatingTimer);
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};
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//-----------------------------------------------------------------------------
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// A simple, one-shot timer with the retained user_task which is reused for
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// multiple invocations of Start(). See usage notes at the top of the file.
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class BASE_EXPORT RetainingOneShotTimer : public internal::TimerBase {
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public:
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RetainingOneShotTimer();
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explicit RetainingOneShotTimer(const TickClock* tick_clock);
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~RetainingOneShotTimer() override;
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RetainingOneShotTimer(const Location& posted_from,
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TimeDelta delay,
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RepeatingClosure user_task);
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RetainingOneShotTimer(const Location& posted_from,
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TimeDelta delay,
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RepeatingClosure user_task,
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const TickClock* tick_clock);
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// Start the timer to run at the given |delay| from now. If the timer is
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// already running, it will be replaced to call the given |user_task|.
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virtual void Start(const Location& posted_from,
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TimeDelta delay,
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RepeatingClosure user_task);
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// Start the timer to run at the given |delay| from now. If the timer is
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// already running, it will be replaced to call a task formed from
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// |receiver->*method|.
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template <class Receiver>
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void Start(const Location& posted_from,
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TimeDelta delay,
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Receiver* receiver,
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void (Receiver::*method)()) {
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Start(posted_from, delay, BindRepeating(method, Unretained(receiver)));
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}
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const RepeatingClosure& user_task() const { return user_task_; }
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protected:
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void set_user_task(const RepeatingClosure& task) { user_task_ = task; }
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private:
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// Mark this final, so that the destructor can call this safely.
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void OnStop() final;
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void RunUserTask() override;
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RepeatingClosure user_task_;
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DISALLOW_COPY_AND_ASSIGN(RetainingOneShotTimer);
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};
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//-----------------------------------------------------------------------------
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// A Delay timer is like The Button from Lost. Once started, you have to keep
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// calling Reset otherwise it will call the given method on the sequence it was
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// initially Reset() from.
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//
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// Once created, it is inactive until Reset is called. Once |delay| seconds have
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// passed since the last call to Reset, the callback is made. Once the callback
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// has been made, it's inactive until Reset is called again.
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//
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// If destroyed, the timeout is canceled and will not occur even if already
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// inflight.
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class DelayTimer {
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public:
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template <class Receiver>
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DelayTimer(const Location& posted_from,
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TimeDelta delay,
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Receiver* receiver,
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void (Receiver::*method)())
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: DelayTimer(posted_from, delay, receiver, method, nullptr) {}
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template <class Receiver>
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DelayTimer(const Location& posted_from,
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TimeDelta delay,
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Receiver* receiver,
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void (Receiver::*method)(),
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const TickClock* tick_clock)
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: timer_(posted_from,
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delay,
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BindRepeating(method, Unretained(receiver)),
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tick_clock) {}
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void Reset() { timer_.Reset(); }
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private:
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RetainingOneShotTimer timer_;
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DISALLOW_COPY_AND_ASSIGN(DelayTimer);
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};
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} // namespace base
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#endif // BASE_TIMER_TIMER_H_
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