1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "base/win/object_watcher.h"
8 #include "base/logging.h"
13 //-----------------------------------------------------------------------------
15 ObjectWatcher::ObjectWatcher()
16 : weak_factory_(this),
22 ObjectWatcher::~ObjectWatcher() {
26 bool ObjectWatcher::StartWatching(HANDLE object
, Delegate
* delegate
) {
28 NOTREACHED() << "Already watching an object";
32 // Since our job is to just notice when an object is signaled and report the
33 // result back to this thread, we can just run on a Windows wait thread.
34 DWORD wait_flags
= WT_EXECUTEINWAITTHREAD
| WT_EXECUTEONLYONCE
;
36 // DoneWaiting can be synchronously called from RegisterWaitForSingleObject,
37 // so set up all state now.
38 callback_
= base::Bind(&ObjectWatcher::Signal
, weak_factory_
.GetWeakPtr(),
41 origin_loop_
= MessageLoop::current();
43 if (!RegisterWaitForSingleObject(&wait_object_
, object
, DoneWaiting
,
44 this, INFINITE
, wait_flags
)) {
45 NOTREACHED() << "RegisterWaitForSingleObject failed: " << GetLastError();
51 // We need to know if the current message loop is going away so we can
52 // prevent the wait thread from trying to access a dead message loop.
53 MessageLoop::current()->AddDestructionObserver(this);
57 bool ObjectWatcher::StopWatching() {
61 // Make sure ObjectWatcher is used in a single-threaded fashion.
62 DCHECK(origin_loop_
== MessageLoop::current());
64 // Blocking call to cancel the wait. Any callbacks already in progress will
65 // finish before we return from this call.
66 if (!UnregisterWaitEx(wait_object_
, INVALID_HANDLE_VALUE
)) {
67 NOTREACHED() << "UnregisterWaitEx failed: " << GetLastError();
71 weak_factory_
.InvalidateWeakPtrs();
75 MessageLoop::current()->RemoveDestructionObserver(this);
79 HANDLE
ObjectWatcher::GetWatchedObject() {
84 void CALLBACK
ObjectWatcher::DoneWaiting(void* param
, BOOLEAN timed_out
) {
87 // The destructor blocks on any callbacks that are in flight, so we know that
88 // that is always a pointer to a valid ObjectWater.
89 ObjectWatcher
* that
= static_cast<ObjectWatcher
*>(param
);
90 that
->origin_loop_
->PostTask(FROM_HERE
, that
->callback_
);
91 that
->callback_
.Reset();
94 void ObjectWatcher::Signal(Delegate
* delegate
) {
95 // Signaling the delegate may result in our destruction or a nested call to
96 // StartWatching(). As a result, we save any state we need and clear previous
97 // watcher state before signaling the delegate.
98 HANDLE object
= object_
;
100 delegate
->OnObjectSignaled(object
);
103 void ObjectWatcher::WillDestroyCurrentMessageLoop() {
104 // Need to shutdown the watch so that we don't try to access the MessageLoop