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// Copyright (c) 2012 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.
// WARNING: You should *NOT* be using this class directly. PlatformThread is
// the low-level platform-specific abstraction to the OS's threading interface.
// You should instead be using a message-loop driven Thread, see thread.h.
#ifndef BASE_THREADING_PLATFORM_THREAD_H_
#define BASE_THREADING_PLATFORM_THREAD_H_
#include "base/base_export.h"
#include "base/basictypes.h"
#include "base/time/time.h"
#include "build/build_config.h"
#if defined(OS_WIN)
#include <windows.h>
#elif defined(OS_POSIX)
#include <pthread.h>
#include <unistd.h>
#endif
namespace base {
// Used for logging. Always an integer value.
#if defined(OS_WIN)
typedef DWORD PlatformThreadId;
#elif defined(OS_POSIX)
typedef pid_t PlatformThreadId;
#endif
// Used for thread checking and debugging.
// Meant to be as fast as possible.
// These are produced by PlatformThread::CurrentRef(), and used to later
// check if we are on the same thread or not by using ==. These are safe
// to copy between threads, but can't be copied to another process as they
// have no meaning there. Also, the internal identifier can be re-used
// after a thread dies, so a PlatformThreadRef cannot be reliably used
// to distinguish a new thread from an old, dead thread.
class PlatformThreadRef {
public:
#if defined(OS_WIN)
typedef DWORD RefType;
#elif defined(OS_POSIX)
typedef pthread_t RefType;
#endif
PlatformThreadRef()
: id_(0) {
}
explicit PlatformThreadRef(RefType id)
: id_(id) {
}
bool operator==(PlatformThreadRef other) const {
return id_ == other.id_;
}
bool is_null() const {
return id_ == 0;
}
private:
RefType id_;
};
// Used to operate on threads.
class PlatformThreadHandle {
public:
#if defined(OS_WIN)
typedef void* Handle;
#elif defined(OS_POSIX)
typedef pthread_t Handle;
#endif
PlatformThreadHandle()
: handle_(0),
id_(0) {
}
explicit PlatformThreadHandle(Handle handle)
: handle_(handle),
id_(0) {
}
PlatformThreadHandle(Handle handle,
PlatformThreadId id)
: handle_(handle),
id_(id) {
}
bool is_equal(const PlatformThreadHandle& other) const {
return handle_ == other.handle_;
}
bool is_null() const {
return !handle_;
}
Handle platform_handle() const {
return handle_;
}
private:
friend class PlatformThread;
Handle handle_;
PlatformThreadId id_;
};
const PlatformThreadId kInvalidThreadId(0);
// Valid values for SetThreadPriority()
enum ThreadPriority{
kThreadPriority_Normal,
// Suitable for low-latency, glitch-resistant audio.
kThreadPriority_RealtimeAudio,
// Suitable for threads which generate data for the display (at ~60Hz).
kThreadPriority_Display,
// Suitable for threads that shouldn't disrupt high priority work.
kThreadPriority_Background
};
// A namespace for low-level thread functions.
class BASE_EXPORT PlatformThread {
public:
// Implement this interface to run code on a background thread. Your
// ThreadMain method will be called on the newly created thread.
class BASE_EXPORT Delegate {
public:
virtual void ThreadMain() = 0;
protected:
virtual ~Delegate() {}
};
// Gets the current thread id, which may be useful for logging purposes.
static PlatformThreadId CurrentId();
// Gets the current thread reference, which can be used to check if
// we're on the right thread quickly.
static PlatformThreadRef CurrentRef();
// Get the current handle.
static PlatformThreadHandle CurrentHandle();
// Yield the current thread so another thread can be scheduled.
static void YieldCurrentThread();
// Sleeps for the specified duration.
static void Sleep(base::TimeDelta duration);
// Sets the thread name visible to debuggers/tools. This has no effect
// otherwise. This name pointer is not copied internally. Thus, it must stay
// valid until the thread ends.
static void SetName(const char* name);
// Gets the thread name, if previously set by SetName.
static const char* GetName();
// Creates a new thread. The |stack_size| parameter can be 0 to indicate
// that the default stack size should be used. Upon success,
// |*thread_handle| will be assigned a handle to the newly created thread,
// and |delegate|'s ThreadMain method will be executed on the newly created
// thread.
// NOTE: When you are done with the thread handle, you must call Join to
// release system resources associated with the thread. You must ensure that
// the Delegate object outlives the thread.
static bool Create(size_t stack_size, Delegate* delegate,
PlatformThreadHandle* thread_handle);
// CreateWithPriority() does the same thing as Create() except the priority of
// the thread is set based on |priority|. Can be used in place of Create()
// followed by SetThreadPriority(). SetThreadPriority() has not been
// implemented on the Linux platform yet, this is the only way to get a high
// priority thread on Linux.
static bool CreateWithPriority(size_t stack_size, Delegate* delegate,
PlatformThreadHandle* thread_handle,
ThreadPriority priority);
// CreateNonJoinable() does the same thing as Create() except the thread
// cannot be Join()'d. Therefore, it also does not output a
// PlatformThreadHandle.
static bool CreateNonJoinable(size_t stack_size, Delegate* delegate);
// Joins with a thread created via the Create function. This function blocks
// the caller until the designated thread exits. This will invalidate
// |thread_handle|.
static void Join(PlatformThreadHandle thread_handle);
static void SetThreadPriority(PlatformThreadHandle handle,
ThreadPriority priority);
private:
DISALLOW_IMPLICIT_CONSTRUCTORS(PlatformThread);
};
} // namespace base
#endif // BASE_THREADING_PLATFORM_THREAD_H_