xref: /aosp_15_r20/external/cronet/base/win/object_watcher.h (revision 6777b5387eb2ff775bb5750e3f5d96f37fb7352b)
1 // Copyright 2011 The Chromium Authors
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef BASE_WIN_OBJECT_WATCHER_H_
6 #define BASE_WIN_OBJECT_WATCHER_H_
7 
8 #include "base/win/windows_types.h"
9 
10 #include "base/base_export.h"
11 #include "base/functional/callback.h"
12 #include "base/memory/ref_counted.h"
13 #include "base/memory/weak_ptr.h"
14 #include "base/task/sequenced_task_runner.h"
15 
16 namespace base {
17 namespace win {
18 
19 // A class that provides a means to asynchronously wait for a Windows object to
20 // become signaled.  It is an abstraction around RegisterWaitForSingleObject
21 // that provides a notification callback, OnObjectSignaled, that runs back on
22 // the origin sequence (i.e., the sequence that called StartWatching).
23 //
24 // This class acts like a smart pointer such that when it goes out-of-scope,
25 // UnregisterWaitEx is automatically called, and any in-flight notification is
26 // suppressed.
27 //
28 // The waiting handle MUST NOT be closed while watching is in progress. If this
29 // handle is closed while the wait is still pending, the behavior is undefined
30 // (see MSDN:RegisterWaitForSingleObject).
31 //
32 // Typical usage:
33 //
34 //   class MyClass : public base::win::ObjectWatcher::Delegate {
35 //    public:
36 //     void DoStuffWhenSignaled(HANDLE object) {
37 //       watcher_.StartWatchingOnce(object, this);
38 //     }
39 //     void OnObjectSignaled(HANDLE object) override {
40 //       // OK, time to do stuff!
41 //     }
42 //    private:
43 //     base::win::ObjectWatcher watcher_;
44 //   };
45 //
46 // In the above example, MyClass wants to "do stuff" when object becomes
47 // signaled.  ObjectWatcher makes this task easy.  When MyClass goes out of
48 // scope, the watcher_ will be destroyed, and there is no need to worry about
49 // OnObjectSignaled being called on a deleted MyClass pointer.  Easy!
50 // If the object is already signaled before being watched, OnObjectSignaled is
51 // still called after (but not necessarily immediately after) watch is started.
52 //
53 // NOTE: Except for the constructor, all public methods of this class must be
54 // called in sequence, in a scope where
55 // SequencedTaskRunner::HasCurrentDefault().
56 class BASE_EXPORT ObjectWatcher {
57  public:
58   class BASE_EXPORT Delegate {
59    public:
60     virtual ~Delegate() = default;
61     // Called from the sequence that started the watch when a signaled object is
62     // detected. To continue watching the object, StartWatching must be called
63     // again.
64     virtual void OnObjectSignaled(HANDLE object) = 0;
65   };
66 
67   ObjectWatcher();
68 
69   ObjectWatcher(const ObjectWatcher&) = delete;
70   ObjectWatcher& operator=(const ObjectWatcher&) = delete;
71 
72   ~ObjectWatcher();
73 
74   // When the object is signaled, the given delegate is notified on the sequence
75   // where StartWatchingOnce is called. The ObjectWatcher is not responsible for
76   // deleting the delegate.
77   // Returns whether watching was successfully initiated.
78   bool StartWatchingOnce(HANDLE object,
79                          Delegate* delegate,
80                          const Location& from_here = Location::Current());
81 
82   // Notifies the delegate, on the sequence where this method is called, each
83   // time the object is set. By definition, the handle must be an auto-reset
84   // object. The caller must ensure that it (or any Windows system code) doesn't
85   // reset the event or else the delegate won't be called.
86   // Returns whether watching was successfully initiated.
87   bool StartWatchingMultipleTimes(
88       HANDLE object,
89       Delegate* delegate,
90       const Location& from_here = Location::Current());
91 
92   // Stops watching.  Does nothing if the watch has already completed.  If the
93   // watch is still active, then it is canceled, and the associated delegate is
94   // not notified.
95   //
96   // Returns true if the watch was canceled.  Otherwise, false is returned.
97   bool StopWatching();
98 
99   // Returns true if currently watching an object.
100   bool IsWatching() const;
101 
102   // Returns the handle of the object being watched.
103   HANDLE GetWatchedObject() const;
104 
105  private:
106   // Called on a background thread when done waiting.
107   static void CALLBACK DoneWaiting(void* param, BOOLEAN timed_out);
108 
109   // Helper used by StartWatchingOnce and StartWatchingMultipleTimes.
110   bool StartWatchingInternal(HANDLE object,
111                              Delegate* delegate,
112                              bool execute_only_once,
113                              const Location& from_here);
114 
115   void Signal(Delegate* delegate);
116 
117   void Reset();
118 
119   Location location_;
120 
121   // A callback pre-bound to Signal() that is posted to the caller's task runner
122   // when the wait completes.
123   RepeatingClosure callback_;
124 
125   // The object being watched.
126   HANDLE object_ = nullptr;
127 
128   // The wait handle returned by RegisterWaitForSingleObject.
129   HANDLE wait_object_ = nullptr;
130 
131   // The task runner of the sequence on which the watch was started.
132   scoped_refptr<SequencedTaskRunner> task_runner_;
133 
134   bool run_once_ = true;
135 
136   WeakPtrFactory<ObjectWatcher> weak_factory_{this};
137 };
138 
139 }  // namespace win
140 }  // namespace base
141 
142 #endif  // BASE_WIN_OBJECT_WATCHER_H_
143