/* * Copyright (C) 2015 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef WTF_Condition_h #define WTF_Condition_h #include #include #include #include #include namespace WTF { // This is a condition variable that is suitable for use with any lock-like object, including // our own WTF::Lock. It features standard wait()/notifyOne()/notifyAll() methods in addition to // a variety of wait-with-timeout methods. This includes methods that use WTF's own notion of // time, like wall-clock time (i.e. currentTime()) and monotonic time (i.e. // monotonicallyIncreasingTime()). This is a very efficient condition variable. It only requires // one byte of memory. notifyOne() and notifyAll() require just a load and branch for the fast // case where no thread is waiting. This condition variable, when used with WTF::Lock, can // outperform a system condition variable and lock by up to 58x. // This is a struct without a constructor or destructor so that it can be statically initialized. // Use Lock in instance variables. struct ConditionBase { typedef ParkingLot::Clock Clock; // Wait on a parking queue while releasing the given lock. It will unlock the lock just before // parking, and relock it upon wakeup. Returns true if we woke up due to some call to // notifyOne() or notifyAll(). Returns false if we woke up due to a timeout. Note that this form // of waitUntil() has some quirks: // // No spurious wake-up: in order for this to return before the timeout, some notifyOne() or // notifyAll() call must have happened. No scenario other than timeout or notify can lead to this // method returning. This means, for example, that you can't use pthread cancelation or signals to // cause early return. // // Past timeout: it's possible for waitUntil() to be called with a timeout in the past. In that // case, waitUntil() will still release the lock and reacquire it. waitUntil() will always return // false in that case. This is subtly different from some pthread_cond_timedwait() implementations, // which may not release the lock for past timeout. But, this behavior is consistent with OpenGroup // documentation for timedwait(). template bool waitUntil(LockType& lock, Clock::time_point timeout) { bool result; if (timeout < Clock::now()) { lock.unlock(); result = false; } else { result = ParkingLot::parkConditionally( &m_hasWaiters, [this] () -> bool { // Let everyone know that we will be waiting. Do this while we hold the queue lock, // to prevent races with notifyOne(). m_hasWaiters.store(true); return true; }, [&lock] () { lock.unlock(); }, timeout); } lock.lock(); return result; } // Wait until the given predicate is satisfied. Returns true if it is satisfied in the end. // May return early due to timeout. template bool waitUntil(LockType& lock, Clock::time_point timeout, const Functor& predicate) { while (!predicate()) { if (!waitUntil(lock, timeout)) return predicate(); } return true; } // Wait until the given predicate is satisfied. Returns true if it is satisfied in the end. // May return early due to timeout. template bool waitFor( LockType& lock, const DurationType& relativeTimeout, const Functor& predicate) { return waitUntil(lock, absoluteFromRelative(relativeTimeout), predicate); } template void wait(LockType& lock) { waitUntil(lock, Clock::time_point::max()); } template void wait(LockType& lock, const Functor& predicate) { while (!predicate()) wait(lock); } template bool waitUntil(LockType& lock, const TimeType& timeout) { if (timeout == TimeType::max()) { wait(lock); return true; } return waitForImpl(lock, timeout - TimeType::clock::now()); } template bool waitUntilWallClockSeconds(LockType& lock, double absoluteTimeoutSeconds) { return waitForSecondsImpl(lock, absoluteTimeoutSeconds - currentTime()); } template bool waitUntilMonotonicClockSeconds(LockType& lock, double absoluteTimeoutSeconds) { return waitForSecondsImpl(lock, absoluteTimeoutSeconds - monotonicallyIncreasingTime()); } // Note that this method is extremely fast when nobody is waiting. It is not necessary to try to // avoid calling this method. void notifyOne() { if (!m_hasWaiters.load()) { // At this exact instant, there is nobody waiting on this condition. The way to visualize // this is that if unparkOne() ran to completion without obstructions at this moment, it // wouldn't wake anyone up. Hence, we have nothing to do! return; } ParkingLot::unparkOne( &m_hasWaiters, [this] (bool, bool mayHaveMoreThreads) { if (!mayHaveMoreThreads) m_hasWaiters.store(false); }); } void notifyAll() { if (!m_hasWaiters.load()) { // See above. return; } // It's totally safe for us to set this to false without any locking, because this thread is // guaranteed to then unparkAll() anyway. So, if there is a race with some thread calling // wait() just before this store happens, that thread is guaranteed to be awoken by the call to // unparkAll(), below. m_hasWaiters.store(false); ParkingLot::unparkAll(&m_hasWaiters); } protected: template bool waitForSecondsImpl(LockType& lock, double relativeTimeoutSeconds) { double relativeTimeoutNanoseconds = relativeTimeoutSeconds * (1000.0 * 1000.0 * 1000.0); if (!(relativeTimeoutNanoseconds > 0)) { // This handles insta-timeouts as well as NaN. lock.unlock(); lock.lock(); return false; } if (relativeTimeoutNanoseconds > static_cast(std::numeric_limits::max())) { // If the timeout in nanoseconds cannot be expressed using a 64-bit integer, then we // might as well wait forever. wait(lock); return true; } auto relativeTimeout = std::chrono::nanoseconds(static_cast(relativeTimeoutNanoseconds)); return waitForImpl(lock, relativeTimeout); } template bool waitForImpl(LockType& lock, const DurationType& relativeTimeout) { return waitUntil(lock, absoluteFromRelative(relativeTimeout)); } template Clock::time_point absoluteFromRelative(const DurationType& relativeTimeout) { if (relativeTimeout < DurationType::zero()) return Clock::time_point::min(); if (relativeTimeout > Clock::duration::max()) { // This is highly unlikely. But if it happens, we want to not do anything dumb. Sleeping // without a timeout seems sensible when the timeout duration is greater than what can be // expressed using steady_clock. return Clock::time_point::max(); } Clock::duration myRelativeTimeout = std::chrono::duration_cast(relativeTimeout); return Clock::now() + myRelativeTimeout; } Atomic m_hasWaiters; }; class Condition : public ConditionBase { WTF_MAKE_NONCOPYABLE(Condition); public: Condition() { m_hasWaiters.store(false); } }; typedef ConditionBase StaticCondition; } // namespace WTF using WTF::Condition; using WTF::StaticCondition; #endif // WTF_Condition_h