448 lines
16 KiB
C++
448 lines
16 KiB
C++
// 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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#include <stddef.h>
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#include <algorithm>
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#include <limits>
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#include <vector>
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#include "base/debug/activity_tracker.h"
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#include "base/logging.h"
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#include "base/optional.h"
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#include "base/synchronization/condition_variable.h"
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#include "base/synchronization/lock.h"
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#include "base/synchronization/waitable_event.h"
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#include "base/threading/scoped_blocking_call.h"
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#include "base/threading/thread_restrictions.h"
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#include "base/time/time.h"
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#include "base/time/time_override.h"
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// -----------------------------------------------------------------------------
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// A WaitableEvent on POSIX is implemented as a wait-list. Currently we don't
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// support cross-process events (where one process can signal an event which
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// others are waiting on). Because of this, we can avoid having one thread per
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// listener in several cases.
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//
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// The WaitableEvent maintains a list of waiters, protected by a lock. Each
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// waiter is either an async wait, in which case we have a Task and the
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// MessageLoop to run it on, or a blocking wait, in which case we have the
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// condition variable to signal.
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//
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// Waiting involves grabbing the lock and adding oneself to the wait list. Async
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// waits can be canceled, which means grabbing the lock and removing oneself
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// from the list.
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//
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// Waiting on multiple events is handled by adding a single, synchronous wait to
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// the wait-list of many events. An event passes a pointer to itself when
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// firing a waiter and so we can store that pointer to find out which event
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// triggered.
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// -----------------------------------------------------------------------------
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namespace base {
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// -----------------------------------------------------------------------------
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// This is just an abstract base class for waking the two types of waiters
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// -----------------------------------------------------------------------------
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WaitableEvent::WaitableEvent(ResetPolicy reset_policy,
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InitialState initial_state)
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: kernel_(new WaitableEventKernel(reset_policy, initial_state)) {}
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WaitableEvent::~WaitableEvent() = default;
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void WaitableEvent::Reset() {
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base::AutoLock locked(kernel_->lock_);
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kernel_->signaled_ = false;
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}
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void WaitableEvent::Signal() {
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base::AutoLock locked(kernel_->lock_);
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if (kernel_->signaled_)
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return;
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if (kernel_->manual_reset_) {
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SignalAll();
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kernel_->signaled_ = true;
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} else {
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// In the case of auto reset, if no waiters were woken, we remain
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// signaled.
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if (!SignalOne())
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kernel_->signaled_ = true;
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}
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}
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bool WaitableEvent::IsSignaled() {
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base::AutoLock locked(kernel_->lock_);
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const bool result = kernel_->signaled_;
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if (result && !kernel_->manual_reset_)
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kernel_->signaled_ = false;
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return result;
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}
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// -----------------------------------------------------------------------------
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// Synchronous waits
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// -----------------------------------------------------------------------------
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// This is a synchronous waiter. The thread is waiting on the given condition
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// variable and the fired flag in this object.
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// -----------------------------------------------------------------------------
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class SyncWaiter : public WaitableEvent::Waiter {
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public:
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SyncWaiter()
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: fired_(false), signaling_event_(nullptr), lock_(), cv_(&lock_) {}
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bool Fire(WaitableEvent* signaling_event) override {
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base::AutoLock locked(lock_);
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if (fired_)
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return false;
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fired_ = true;
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signaling_event_ = signaling_event;
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cv_.Broadcast();
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// Unlike AsyncWaiter objects, SyncWaiter objects are stack-allocated on
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// the blocking thread's stack. There is no |delete this;| in Fire. The
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// SyncWaiter object is destroyed when it goes out of scope.
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return true;
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}
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WaitableEvent* signaling_event() const {
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return signaling_event_;
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}
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// ---------------------------------------------------------------------------
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// These waiters are always stack allocated and don't delete themselves. Thus
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// there's no problem and the ABA tag is the same as the object pointer.
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// ---------------------------------------------------------------------------
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bool Compare(void* tag) override { return this == tag; }
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// ---------------------------------------------------------------------------
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// Called with lock held.
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// ---------------------------------------------------------------------------
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bool fired() const {
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return fired_;
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}
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// ---------------------------------------------------------------------------
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// During a TimedWait, we need a way to make sure that an auto-reset
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// WaitableEvent doesn't think that this event has been signaled between
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// unlocking it and removing it from the wait-list. Called with lock held.
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// ---------------------------------------------------------------------------
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void Disable() {
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fired_ = true;
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}
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base::Lock* lock() {
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return &lock_;
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}
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base::ConditionVariable* cv() {
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return &cv_;
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}
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private:
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bool fired_;
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WaitableEvent* signaling_event_; // The WaitableEvent which woke us
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base::Lock lock_;
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base::ConditionVariable cv_;
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};
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void WaitableEvent::Wait() {
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bool result = TimedWait(TimeDelta::Max());
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DCHECK(result) << "TimedWait() should never fail with infinite timeout";
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}
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bool WaitableEvent::TimedWait(const TimeDelta& wait_delta) {
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if (wait_delta <= TimeDelta())
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return IsSignaled();
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// Record the event that this thread is blocking upon (for hang diagnosis) and
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// consider it blocked for scheduling purposes. Ignore this for non-blocking
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// WaitableEvents.
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Optional<debug::ScopedEventWaitActivity> event_activity;
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Optional<internal::ScopedBlockingCallWithBaseSyncPrimitives>
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scoped_blocking_call;
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if (waiting_is_blocking_) {
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event_activity.emplace(this);
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scoped_blocking_call.emplace(FROM_HERE, BlockingType::MAY_BLOCK);
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}
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kernel_->lock_.Acquire();
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if (kernel_->signaled_) {
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if (!kernel_->manual_reset_) {
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// In this case we were signaled when we had no waiters. Now that
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// someone has waited upon us, we can automatically reset.
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kernel_->signaled_ = false;
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}
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kernel_->lock_.Release();
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return true;
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}
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SyncWaiter sw;
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if (!waiting_is_blocking_)
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sw.cv()->declare_only_used_while_idle();
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sw.lock()->Acquire();
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Enqueue(&sw);
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kernel_->lock_.Release();
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// We are violating locking order here by holding the SyncWaiter lock but not
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// the WaitableEvent lock. However, this is safe because we don't lock |lock_|
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// again before unlocking it.
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// TimeTicks takes care of overflow but we special case is_max() nonetheless
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// to avoid invoking TimeTicksNowIgnoringOverride() unnecessarily (same for
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// the increment step of the for loop if the condition variable returns
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// early). Ref: https://crbug.com/910524#c7
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const TimeTicks end_time =
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wait_delta.is_max() ? TimeTicks::Max()
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: subtle::TimeTicksNowIgnoringOverride() + wait_delta;
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for (TimeDelta remaining = wait_delta; remaining > TimeDelta() && !sw.fired();
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remaining = end_time.is_max()
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? TimeDelta::Max()
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: end_time - subtle::TimeTicksNowIgnoringOverride()) {
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if (end_time.is_max())
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sw.cv()->Wait();
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else
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sw.cv()->TimedWait(remaining);
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}
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// Get the SyncWaiter signaled state before releasing the lock.
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const bool return_value = sw.fired();
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// We can't acquire |lock_| before releasing the SyncWaiter lock (because of
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// locking order), however, in between the two a signal could be fired and
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// |sw| would accept it, however we will still return false, so the signal
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// would be lost on an auto-reset WaitableEvent. Thus we call Disable which
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// makes sw::Fire return false.
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sw.Disable();
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sw.lock()->Release();
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// This is a bug that has been enshrined in the interface of WaitableEvent
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// now: |Dequeue| is called even when |sw.fired()| is true, even though it'll
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// always return false in that case. However, taking the lock ensures that
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// |Signal| has completed before we return and means that a WaitableEvent can
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// synchronise its own destruction.
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kernel_->lock_.Acquire();
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kernel_->Dequeue(&sw, &sw);
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kernel_->lock_.Release();
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return return_value;
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}
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// -----------------------------------------------------------------------------
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// Synchronous waiting on multiple objects.
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static bool // StrictWeakOrdering
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cmp_fst_addr(const std::pair<WaitableEvent*, unsigned> &a,
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const std::pair<WaitableEvent*, unsigned> &b) {
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return a.first < b.first;
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}
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// static
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// NO_THREAD_SAFETY_ANALYSIS: Complex control flow.
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size_t WaitableEvent::WaitMany(WaitableEvent** raw_waitables,
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size_t count) NO_THREAD_SAFETY_ANALYSIS {
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DCHECK(count) << "Cannot wait on no events";
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internal::ScopedBlockingCallWithBaseSyncPrimitives scoped_blocking_call(
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FROM_HERE, BlockingType::MAY_BLOCK);
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// Record an event (the first) that this thread is blocking upon.
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debug::ScopedEventWaitActivity event_activity(raw_waitables[0]);
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// We need to acquire the locks in a globally consistent order. Thus we sort
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// the array of waitables by address. We actually sort a pairs so that we can
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// map back to the original index values later.
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std::vector<std::pair<WaitableEvent*, size_t> > waitables;
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waitables.reserve(count);
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for (size_t i = 0; i < count; ++i)
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waitables.push_back(std::make_pair(raw_waitables[i], i));
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DCHECK_EQ(count, waitables.size());
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sort(waitables.begin(), waitables.end(), cmp_fst_addr);
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// The set of waitables must be distinct. Since we have just sorted by
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// address, we can check this cheaply by comparing pairs of consecutive
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// elements.
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for (size_t i = 0; i < waitables.size() - 1; ++i) {
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DCHECK(waitables[i].first != waitables[i+1].first);
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}
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SyncWaiter sw;
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const size_t r = EnqueueMany(&waitables[0], count, &sw);
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if (r < count) {
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// One of the events is already signaled. The SyncWaiter has not been
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// enqueued anywhere.
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return waitables[r].second;
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}
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// At this point, we hold the locks on all the WaitableEvents and we have
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// enqueued our waiter in them all.
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sw.lock()->Acquire();
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// Release the WaitableEvent locks in the reverse order
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for (size_t i = 0; i < count; ++i) {
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waitables[count - (1 + i)].first->kernel_->lock_.Release();
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}
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for (;;) {
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if (sw.fired())
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break;
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sw.cv()->Wait();
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}
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sw.lock()->Release();
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// The address of the WaitableEvent which fired is stored in the SyncWaiter.
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WaitableEvent *const signaled_event = sw.signaling_event();
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// This will store the index of the raw_waitables which fired.
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size_t signaled_index = 0;
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// Take the locks of each WaitableEvent in turn (except the signaled one) and
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// remove our SyncWaiter from the wait-list
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for (size_t i = 0; i < count; ++i) {
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if (raw_waitables[i] != signaled_event) {
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raw_waitables[i]->kernel_->lock_.Acquire();
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// There's no possible ABA issue with the address of the SyncWaiter here
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// because it lives on the stack. Thus the tag value is just the pointer
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// value again.
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raw_waitables[i]->kernel_->Dequeue(&sw, &sw);
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raw_waitables[i]->kernel_->lock_.Release();
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} else {
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// By taking this lock here we ensure that |Signal| has completed by the
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// time we return, because |Signal| holds this lock. This matches the
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// behaviour of |Wait| and |TimedWait|.
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raw_waitables[i]->kernel_->lock_.Acquire();
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raw_waitables[i]->kernel_->lock_.Release();
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signaled_index = i;
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}
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}
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return signaled_index;
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}
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// -----------------------------------------------------------------------------
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// If return value == count:
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// The locks of the WaitableEvents have been taken in order and the Waiter has
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// been enqueued in the wait-list of each. None of the WaitableEvents are
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// currently signaled
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// else:
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// None of the WaitableEvent locks are held. The Waiter has not been enqueued
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// in any of them and the return value is the index of the WaitableEvent which
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// was signaled with the lowest input index from the original WaitMany call.
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// -----------------------------------------------------------------------------
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// static
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// NO_THREAD_SAFETY_ANALYSIS: Complex control flow.
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size_t WaitableEvent::EnqueueMany(std::pair<WaitableEvent*, size_t>* waitables,
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size_t count,
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Waiter* waiter) NO_THREAD_SAFETY_ANALYSIS {
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size_t winner = count;
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size_t winner_index = count;
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for (size_t i = 0; i < count; ++i) {
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auto& kernel = waitables[i].first->kernel_;
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kernel->lock_.Acquire();
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if (kernel->signaled_ && waitables[i].second < winner) {
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winner = waitables[i].second;
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winner_index = i;
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}
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}
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// No events signaled. All locks acquired. Enqueue the Waiter on all of them
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// and return.
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if (winner == count) {
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for (size_t i = 0; i < count; ++i)
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waitables[i].first->Enqueue(waiter);
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return count;
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}
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// Unlock in reverse order and possibly clear the chosen winner's signal
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// before returning its index.
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for (auto* w = waitables + count - 1; w >= waitables; --w) {
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auto& kernel = w->first->kernel_;
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if (w->second == winner) {
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if (!kernel->manual_reset_)
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kernel->signaled_ = false;
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}
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kernel->lock_.Release();
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}
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return winner_index;
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}
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Private functions...
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WaitableEvent::WaitableEventKernel::WaitableEventKernel(
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ResetPolicy reset_policy,
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InitialState initial_state)
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: manual_reset_(reset_policy == ResetPolicy::MANUAL),
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signaled_(initial_state == InitialState::SIGNALED) {}
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WaitableEvent::WaitableEventKernel::~WaitableEventKernel() = default;
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// -----------------------------------------------------------------------------
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// Wake all waiting waiters. Called with lock held.
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// -----------------------------------------------------------------------------
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bool WaitableEvent::SignalAll() {
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bool signaled_at_least_one = false;
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for (auto* i : kernel_->waiters_) {
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if (i->Fire(this))
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signaled_at_least_one = true;
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}
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kernel_->waiters_.clear();
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return signaled_at_least_one;
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}
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// ---------------------------------------------------------------------------
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// Try to wake a single waiter. Return true if one was woken. Called with lock
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// held.
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// ---------------------------------------------------------------------------
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bool WaitableEvent::SignalOne() {
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for (;;) {
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if (kernel_->waiters_.empty())
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return false;
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const bool r = (*kernel_->waiters_.begin())->Fire(this);
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kernel_->waiters_.pop_front();
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if (r)
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return true;
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}
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}
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// -----------------------------------------------------------------------------
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// Add a waiter to the list of those waiting. Called with lock held.
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// -----------------------------------------------------------------------------
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void WaitableEvent::Enqueue(Waiter* waiter) {
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kernel_->waiters_.push_back(waiter);
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}
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// -----------------------------------------------------------------------------
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// Remove a waiter from the list of those waiting. Return true if the waiter was
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// actually removed. Called with lock held.
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// -----------------------------------------------------------------------------
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bool WaitableEvent::WaitableEventKernel::Dequeue(Waiter* waiter, void* tag) {
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for (auto i = waiters_.begin(); i != waiters_.end(); ++i) {
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if (*i == waiter && (*i)->Compare(tag)) {
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waiters_.erase(i);
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return true;
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}
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}
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return false;
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}
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// -----------------------------------------------------------------------------
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} // namespace base
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