155100066a
The Ole unitialization was failing on one of the Vista build-bot. It is not clear when the Ole initialization is balanced when a CRichEditCtrl is created/destructed. So I now turn it off explicitly. This CL makes sure we unregister our Windows window classes when shut-down. It also balances-out an OLE initialization performed by the CRichEditCTRL. This is necessary for allowing to reload chrome.dll in a process, which is what the browser tests will do. BUG=None TEST=None Review URL: http://codereview.chromium.org/101004 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@14649 0039d316-1c4b-4281-b951-d872f2087c98
558 linhas
19 KiB
C++
558 linhas
19 KiB
C++
// Copyright (c) 2009 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 "base/message_pump_win.h"
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#include <math.h>
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#include "base/histogram.h"
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#include "base/win_util.h"
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using base::Time;
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namespace base {
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static const wchar_t kWndClass[] = L"Chrome_MessagePumpWindow";
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// Message sent to get an additional time slice for pumping (processing) another
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// task (a series of such messages creates a continuous task pump).
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static const int kMsgHaveWork = WM_USER + 1;
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//-----------------------------------------------------------------------------
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// MessagePumpWin public:
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void MessagePumpWin::AddObserver(Observer* observer) {
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observers_.AddObserver(observer);
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}
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void MessagePumpWin::RemoveObserver(Observer* observer) {
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observers_.RemoveObserver(observer);
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}
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void MessagePumpWin::WillProcessMessage(const MSG& msg) {
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FOR_EACH_OBSERVER(Observer, observers_, WillProcessMessage(msg));
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}
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void MessagePumpWin::DidProcessMessage(const MSG& msg) {
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FOR_EACH_OBSERVER(Observer, observers_, DidProcessMessage(msg));
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}
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void MessagePumpWin::RunWithDispatcher(
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Delegate* delegate, Dispatcher* dispatcher) {
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RunState s;
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s.delegate = delegate;
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s.dispatcher = dispatcher;
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s.should_quit = false;
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s.run_depth = state_ ? state_->run_depth + 1 : 1;
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RunState* previous_state = state_;
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state_ = &s;
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DoRunLoop();
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state_ = previous_state;
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}
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void MessagePumpWin::Quit() {
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DCHECK(state_);
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state_->should_quit = true;
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}
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//-----------------------------------------------------------------------------
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// MessagePumpWin protected:
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int MessagePumpWin::GetCurrentDelay() const {
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if (delayed_work_time_.is_null())
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return -1;
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// Be careful here. TimeDelta has a precision of microseconds, but we want a
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// value in milliseconds. If there are 5.5ms left, should the delay be 5 or
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// 6? It should be 6 to avoid executing delayed work too early.
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double timeout = ceil((delayed_work_time_ - Time::Now()).InMillisecondsF());
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// If this value is negative, then we need to run delayed work soon.
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int delay = static_cast<int>(timeout);
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if (delay < 0)
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delay = 0;
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return delay;
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}
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//-----------------------------------------------------------------------------
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// MessagePumpForUI public:
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MessagePumpForUI::MessagePumpForUI() {
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InitMessageWnd();
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}
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MessagePumpForUI::~MessagePumpForUI() {
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DestroyWindow(message_hwnd_);
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UnregisterClass(kWndClass, GetModuleHandle(NULL));
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}
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void MessagePumpForUI::ScheduleWork() {
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if (InterlockedExchange(&have_work_, 1))
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return; // Someone else continued the pumping.
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// Make sure the MessagePump does some work for us.
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PostMessage(message_hwnd_, kMsgHaveWork, reinterpret_cast<WPARAM>(this), 0);
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}
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void MessagePumpForUI::ScheduleDelayedWork(const Time& delayed_work_time) {
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//
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// We would *like* to provide high resolution timers. Windows timers using
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// SetTimer() have a 10ms granularity. We have to use WM_TIMER as a wakeup
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// mechanism because the application can enter modal windows loops where it
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// is not running our MessageLoop; the only way to have our timers fire in
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// these cases is to post messages there.
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//
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// To provide sub-10ms timers, we process timers directly from our run loop.
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// For the common case, timers will be processed there as the run loop does
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// its normal work. However, we *also* set the system timer so that WM_TIMER
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// events fire. This mops up the case of timers not being able to work in
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// modal message loops. It is possible for the SetTimer to pop and have no
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// pending timers, because they could have already been processed by the
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// run loop itself.
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//
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// We use a single SetTimer corresponding to the timer that will expire
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// soonest. As new timers are created and destroyed, we update SetTimer.
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// Getting a spurrious SetTimer event firing is benign, as we'll just be
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// processing an empty timer queue.
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//
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delayed_work_time_ = delayed_work_time;
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int delay_msec = GetCurrentDelay();
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DCHECK(delay_msec >= 0);
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if (delay_msec < USER_TIMER_MINIMUM)
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delay_msec = USER_TIMER_MINIMUM;
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// Create a WM_TIMER event that will wake us up to check for any pending
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// timers (in case we are running within a nested, external sub-pump).
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SetTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this), delay_msec, NULL);
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}
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void MessagePumpForUI::PumpOutPendingPaintMessages() {
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// If we are being called outside of the context of Run, then don't try to do
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// any work.
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if (!state_)
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return;
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// Create a mini-message-pump to force immediate processing of only Windows
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// WM_PAINT messages. Don't provide an infinite loop, but do enough peeking
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// to get the job done. Actual common max is 4 peeks, but we'll be a little
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// safe here.
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const int kMaxPeekCount = 20;
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bool win2k = win_util::GetWinVersion() <= win_util::WINVERSION_2000;
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int peek_count;
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for (peek_count = 0; peek_count < kMaxPeekCount; ++peek_count) {
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MSG msg;
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if (win2k) {
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if (!PeekMessage(&msg, NULL, WM_PAINT, WM_PAINT, PM_REMOVE))
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break;
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} else {
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if (!PeekMessage(&msg, NULL, 0, 0, PM_REMOVE | PM_QS_PAINT))
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break;
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}
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ProcessMessageHelper(msg);
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if (state_->should_quit) // Handle WM_QUIT.
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break;
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}
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// Histogram what was really being used, to help to adjust kMaxPeekCount.
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DHISTOGRAM_COUNTS("Loop.PumpOutPendingPaintMessages Peeks", peek_count);
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}
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//-----------------------------------------------------------------------------
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// MessagePumpForUI private:
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// static
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LRESULT CALLBACK MessagePumpForUI::WndProcThunk(
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HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam) {
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switch (message) {
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case kMsgHaveWork:
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reinterpret_cast<MessagePumpForUI*>(wparam)->HandleWorkMessage();
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break;
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case WM_TIMER:
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reinterpret_cast<MessagePumpForUI*>(wparam)->HandleTimerMessage();
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break;
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}
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return DefWindowProc(hwnd, message, wparam, lparam);
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}
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void MessagePumpForUI::DoRunLoop() {
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// IF this was just a simple PeekMessage() loop (servicing all possible work
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// queues), then Windows would try to achieve the following order according
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// to MSDN documentation about PeekMessage with no filter):
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// * Sent messages
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// * Posted messages
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// * Sent messages (again)
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// * WM_PAINT messages
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// * WM_TIMER messages
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//
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// Summary: none of the above classes is starved, and sent messages has twice
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// the chance of being processed (i.e., reduced service time).
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for (;;) {
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// If we do any work, we may create more messages etc., and more work may
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// possibly be waiting in another task group. When we (for example)
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// ProcessNextWindowsMessage(), there is a good chance there are still more
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// messages waiting. On the other hand, when any of these methods return
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// having done no work, then it is pretty unlikely that calling them again
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// quickly will find any work to do. Finally, if they all say they had no
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// work, then it is a good time to consider sleeping (waiting) for more
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// work.
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bool more_work_is_plausible = ProcessNextWindowsMessage();
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if (state_->should_quit)
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break;
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more_work_is_plausible |= state_->delegate->DoWork();
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if (state_->should_quit)
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break;
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more_work_is_plausible |=
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state_->delegate->DoDelayedWork(&delayed_work_time_);
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// If we did not process any delayed work, then we can assume that our
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// existing WM_TIMER if any will fire when delayed work should run. We
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// don't want to disturb that timer if it is already in flight. However,
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// if we did do all remaining delayed work, then lets kill the WM_TIMER.
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if (more_work_is_plausible && delayed_work_time_.is_null())
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KillTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this));
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if (state_->should_quit)
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break;
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if (more_work_is_plausible)
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continue;
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more_work_is_plausible = state_->delegate->DoIdleWork();
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if (state_->should_quit)
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break;
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if (more_work_is_plausible)
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continue;
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WaitForWork(); // Wait (sleep) until we have work to do again.
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}
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}
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void MessagePumpForUI::InitMessageWnd() {
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HINSTANCE hinst = GetModuleHandle(NULL);
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WNDCLASSEX wc = {0};
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wc.cbSize = sizeof(wc);
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wc.lpfnWndProc = WndProcThunk;
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wc.hInstance = hinst;
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wc.lpszClassName = kWndClass;
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RegisterClassEx(&wc);
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message_hwnd_ =
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CreateWindow(kWndClass, 0, 0, 0, 0, 0, 0, HWND_MESSAGE, 0, hinst, 0);
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DCHECK(message_hwnd_);
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}
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void MessagePumpForUI::WaitForWork() {
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// Wait until a message is available, up to the time needed by the timer
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// manager to fire the next set of timers.
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int delay = GetCurrentDelay();
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if (delay < 0) // Negative value means no timers waiting.
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delay = INFINITE;
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DWORD result;
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result = MsgWaitForMultipleObjectsEx(0, NULL, delay, QS_ALLINPUT,
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MWMO_INPUTAVAILABLE);
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if (WAIT_OBJECT_0 == result) {
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// A WM_* message is available.
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// If a parent child relationship exists between windows across threads
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// then their thread inputs are implicitly attached.
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// This causes the MsgWaitForMultipleObjectsEx API to return indicating
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// that messages are ready for processing (specifically mouse messages
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// intended for the child window. Occurs if the child window has capture)
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// The subsequent PeekMessages call fails to return any messages thus
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// causing us to enter a tight loop at times.
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// The WaitMessage call below is a workaround to give the child window
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// sometime to process its input messages.
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MSG msg = {0};
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DWORD queue_status = GetQueueStatus(QS_MOUSE);
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if (HIWORD(queue_status) & QS_MOUSE &&
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!PeekMessage(&msg, NULL, WM_MOUSEFIRST, WM_MOUSELAST, PM_NOREMOVE)) {
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WaitMessage();
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}
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return;
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}
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DCHECK_NE(WAIT_FAILED, result) << GetLastError();
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}
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void MessagePumpForUI::HandleWorkMessage() {
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// If we are being called outside of the context of Run, then don't try to do
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// any work. This could correspond to a MessageBox call or something of that
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// sort.
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if (!state_) {
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// Since we handled a kMsgHaveWork message, we must still update this flag.
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InterlockedExchange(&have_work_, 0);
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return;
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}
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// Let whatever would have run had we not been putting messages in the queue
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// run now. This is an attempt to make our dummy message not starve other
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// messages that may be in the Windows message queue.
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ProcessPumpReplacementMessage();
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// Now give the delegate a chance to do some work. He'll let us know if he
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// needs to do more work.
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if (state_->delegate->DoWork())
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ScheduleWork();
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}
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void MessagePumpForUI::HandleTimerMessage() {
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KillTimer(message_hwnd_, reinterpret_cast<UINT_PTR>(this));
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// If we are being called outside of the context of Run, then don't do
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// anything. This could correspond to a MessageBox call or something of
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// that sort.
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if (!state_)
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return;
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state_->delegate->DoDelayedWork(&delayed_work_time_);
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if (!delayed_work_time_.is_null()) {
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// A bit gratuitous to set delayed_work_time_ again, but oh well.
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ScheduleDelayedWork(delayed_work_time_);
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}
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}
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bool MessagePumpForUI::ProcessNextWindowsMessage() {
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// If there are sent messages in the queue then PeekMessage internally
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// dispatches the message and returns false. We return true in this
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// case to ensure that the message loop peeks again instead of calling
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// MsgWaitForMultipleObjectsEx again.
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bool sent_messages_in_queue = false;
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DWORD queue_status = GetQueueStatus(QS_SENDMESSAGE);
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if (HIWORD(queue_status) & QS_SENDMESSAGE)
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sent_messages_in_queue = true;
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MSG msg;
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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return ProcessMessageHelper(msg);
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return sent_messages_in_queue;
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}
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bool MessagePumpForUI::ProcessMessageHelper(const MSG& msg) {
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if (WM_QUIT == msg.message) {
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// Repost the QUIT message so that it will be retrieved by the primary
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// GetMessage() loop.
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state_->should_quit = true;
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PostQuitMessage(static_cast<int>(msg.wParam));
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return false;
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}
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// While running our main message pump, we discard kMsgHaveWork messages.
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if (msg.message == kMsgHaveWork && msg.hwnd == message_hwnd_)
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return ProcessPumpReplacementMessage();
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WillProcessMessage(msg);
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if (state_->dispatcher) {
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if (!state_->dispatcher->Dispatch(msg))
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state_->should_quit = true;
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} else {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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DidProcessMessage(msg);
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return true;
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}
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bool MessagePumpForUI::ProcessPumpReplacementMessage() {
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// When we encounter a kMsgHaveWork message, this method is called to peek
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// and process a replacement message, such as a WM_PAINT or WM_TIMER. The
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// goal is to make the kMsgHaveWork as non-intrusive as possible, even though
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// a continuous stream of such messages are posted. This method carefully
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// peeks a message while there is no chance for a kMsgHaveWork to be pending,
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// then resets the have_work_ flag (allowing a replacement kMsgHaveWork to
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// possibly be posted), and finally dispatches that peeked replacement. Note
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// that the re-post of kMsgHaveWork may be asynchronous to this thread!!
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MSG msg;
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bool have_message = (0 != PeekMessage(&msg, NULL, 0, 0, PM_REMOVE));
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DCHECK(!have_message || kMsgHaveWork != msg.message ||
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msg.hwnd != message_hwnd_);
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// Since we discarded a kMsgHaveWork message, we must update the flag.
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int old_have_work = InterlockedExchange(&have_work_, 0);
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DCHECK(old_have_work);
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// We don't need a special time slice if we didn't have_message to process.
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if (!have_message)
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return false;
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// Guarantee we'll get another time slice in the case where we go into native
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// windows code. This ScheduleWork() may hurt performance a tiny bit when
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// tasks appear very infrequently, but when the event queue is busy, the
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// kMsgHaveWork events get (percentage wise) rarer and rarer.
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ScheduleWork();
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return ProcessMessageHelper(msg);
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}
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//-----------------------------------------------------------------------------
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// MessagePumpForIO public:
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MessagePumpForIO::MessagePumpForIO() {
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port_.Set(CreateIoCompletionPort(INVALID_HANDLE_VALUE, NULL, NULL, 1));
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DCHECK(port_.IsValid());
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}
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void MessagePumpForIO::ScheduleWork() {
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if (InterlockedExchange(&have_work_, 1))
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return; // Someone else continued the pumping.
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// Make sure the MessagePump does some work for us.
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BOOL ret = PostQueuedCompletionStatus(port_, 0,
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reinterpret_cast<ULONG_PTR>(this),
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reinterpret_cast<OVERLAPPED*>(this));
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DCHECK(ret);
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}
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void MessagePumpForIO::ScheduleDelayedWork(const Time& delayed_work_time) {
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// We know that we can't be blocked right now since this method can only be
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// called on the same thread as Run, so we only need to update our record of
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// how long to sleep when we do sleep.
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delayed_work_time_ = delayed_work_time;
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}
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void MessagePumpForIO::RegisterIOHandler(HANDLE file_handle,
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IOHandler* handler) {
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ULONG_PTR key = reinterpret_cast<ULONG_PTR>(handler);
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HANDLE port = CreateIoCompletionPort(file_handle, port_, key, 1);
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DCHECK(port == port_.Get());
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}
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//-----------------------------------------------------------------------------
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// MessagePumpForIO private:
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void MessagePumpForIO::DoRunLoop() {
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for (;;) {
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// If we do any work, we may create more messages etc., and more work may
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// possibly be waiting in another task group. When we (for example)
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// WaitForIOCompletion(), there is a good chance there are still more
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// messages waiting. On the other hand, when any of these methods return
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// having done no work, then it is pretty unlikely that calling them
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// again quickly will find any work to do. Finally, if they all say they
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// had no work, then it is a good time to consider sleeping (waiting) for
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// more work.
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bool more_work_is_plausible = state_->delegate->DoWork();
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if (state_->should_quit)
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break;
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more_work_is_plausible |= WaitForIOCompletion(0, NULL);
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if (state_->should_quit)
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break;
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more_work_is_plausible |=
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state_->delegate->DoDelayedWork(&delayed_work_time_);
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if (state_->should_quit)
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break;
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if (more_work_is_plausible)
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continue;
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more_work_is_plausible = state_->delegate->DoIdleWork();
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if (state_->should_quit)
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break;
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if (more_work_is_plausible)
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continue;
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WaitForWork(); // Wait (sleep) until we have work to do again.
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}
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}
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// Wait until IO completes, up to the time needed by the timer manager to fire
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// the next set of timers.
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void MessagePumpForIO::WaitForWork() {
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// We do not support nested IO message loops. This is to avoid messy
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// recursion problems.
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DCHECK(state_->run_depth == 1) << "Cannot nest an IO message loop!";
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int timeout = GetCurrentDelay();
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if (timeout < 0) // Negative value means no timers waiting.
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timeout = INFINITE;
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WaitForIOCompletion(timeout, NULL);
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}
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bool MessagePumpForIO::WaitForIOCompletion(DWORD timeout, IOHandler* filter) {
|
|
IOItem item;
|
|
if (completed_io_.empty() || !MatchCompletedIOItem(filter, &item)) {
|
|
// We have to ask the system for another IO completion.
|
|
if (!GetIOItem(timeout, &item))
|
|
return false;
|
|
|
|
if (ProcessInternalIOItem(item))
|
|
return true;
|
|
}
|
|
|
|
if (item.context->handler) {
|
|
if (filter && item.handler != filter) {
|
|
// Save this item for later
|
|
completed_io_.push_back(item);
|
|
} else {
|
|
DCHECK(item.context->handler == item.handler);
|
|
item.handler->OnIOCompleted(item.context, item.bytes_transfered,
|
|
item.error);
|
|
}
|
|
} else {
|
|
// The handler must be gone by now, just cleanup the mess.
|
|
delete item.context;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Asks the OS for another IO completion result.
|
|
bool MessagePumpForIO::GetIOItem(DWORD timeout, IOItem* item) {
|
|
memset(item, 0, sizeof(*item));
|
|
ULONG_PTR key = NULL;
|
|
OVERLAPPED* overlapped = NULL;
|
|
if (!GetQueuedCompletionStatus(port_.Get(), &item->bytes_transfered, &key,
|
|
&overlapped, timeout)) {
|
|
if (!overlapped)
|
|
return false; // Nothing in the queue.
|
|
item->error = GetLastError();
|
|
item->bytes_transfered = 0;
|
|
}
|
|
|
|
item->handler = reinterpret_cast<IOHandler*>(key);
|
|
item->context = reinterpret_cast<IOContext*>(overlapped);
|
|
return true;
|
|
}
|
|
|
|
bool MessagePumpForIO::ProcessInternalIOItem(const IOItem& item) {
|
|
if (this == reinterpret_cast<MessagePumpForIO*>(item.context) &&
|
|
this == reinterpret_cast<MessagePumpForIO*>(item.handler)) {
|
|
// This is our internal completion.
|
|
DCHECK(!item.bytes_transfered);
|
|
InterlockedExchange(&have_work_, 0);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Returns a completion item that was previously received.
|
|
bool MessagePumpForIO::MatchCompletedIOItem(IOHandler* filter, IOItem* item) {
|
|
DCHECK(!completed_io_.empty());
|
|
for (std::list<IOItem>::iterator it = completed_io_.begin();
|
|
it != completed_io_.end(); ++it) {
|
|
if (!filter || it->handler == filter) {
|
|
*item = *it;
|
|
completed_io_.erase(it);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
} // namespace base
|