Threading primitives, in prep for removing Win32 from kernel/ and others.

This commit is contained in:
Ben Vanik
2015-07-13 22:49:29 -07:00
parent d89bad7380
commit bd490d5833
3 changed files with 247 additions and 6 deletions

View File

@@ -67,6 +67,123 @@ void Sleep(std::chrono::duration<Rep, Period> duration) {
Sleep(std::chrono::duration_cast<std::chrono::microseconds>(duration));
}
class WaitHandle {
public:
// bool Wait();
// static bool Wait();
// static bool SignalAndWait();
// static bool WaitMultiple();
protected:
WaitHandle() = default;
};
// Models a Win32-like event object.
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682396(v=vs.85).aspx
class Event : public WaitHandle {
public:
// Creates a manual-reset event object, which requires the use of the
// Reset() function to set the event state to nonsignaled.
// If initial_state is true the event will start in the signaled state.
static std::unique_ptr<Event> CreateManualResetEvent(bool initial_state);
// Creates an auto-reset event object, and system automatically resets the
// event state to nonsignaled after a single waiting thread has been released.
// If initial_state is true the event will start in the signaled state.
static std::unique_ptr<Event> CreateAutoResetEvent(bool initial_state);
// Sets the specified event object to the signaled state.
// If this is a manual reset event the event stays signaled until Reset() is
// called. If this is an auto reset event until exactly one wait is satisfied.
virtual void Set() = 0;
// Sets the specified event object to the nonsignaled state.
// Resetting an event that is already reset has no effect.
virtual void Reset() = 0;
// Sets the specified event object to the signaled state and then resets it to
// the nonsignaled state after releasing the appropriate number of waiting
// threads.
virtual void Pulse() = 0;
};
// Models a Win32-like semaphore object.
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682438(v=vs.85).aspx
class Semaphore : public WaitHandle {
public:
// Creates a new semaphore object.
// The initial_count must be greater than or equal to zero and less than or
// equal to maximum_count. The state of a semaphore is signaled when its count
// is greater than zero and nonsignaled when it is zero. The count is
// decreased by one whenever a wait function releases a thread that was
// waiting for the semaphore. The count is increased by a specified amount by
// calling the Release() function.
std::unique_ptr<Semaphore> Create(int initial_count, int maximum_count);
// Increases the count of the specified semaphore object by a specified
// amount.
// release_count must be greater than zero.
// Returns false if adding release_count would set the semaphore over the
// initially specified maximum_count.
virtual bool Release(int release_count, int* out_previous_count) = 0;
};
// Models a Win32-like mutant (mutex) object.
// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682411(v=vs.85).aspx
class Mutant : public WaitHandle {
public:
// Creates a new mutant object, initially owned by the calling thread if
// specified.
std::unique_ptr<Mutant> Create(bool initial_owner);
// Releases ownership of the specified mutex object.
// Returns false if the calling thread does not own the mutant object.
virtual bool Release() = 0;
};
class Timer : public WaitHandle {
public:
// Creates a timer whose state remains signaled until SetOnce() or
// SetRepeating() is called to establish a new due time.
std::unique_ptr<Timer> CreateManualResetTimer();
// Creates a timer whose state remains signaled until a thread completes a
// wait operation on the timer object.
std::unique_ptr<Timer> CreateSynchronizationTimer();
// Activates the specified waitable timer. When the due time arrives, the
// timer is signaled and the thread that set the timer calls the optional
// completion routine.
// Returns true on success.
virtual bool SetOnce(std::chrono::nanoseconds due_time,
std::function<void()> opt_callback = nullptr) = 0;
// Activates the specified waitable timer. When the due time arrives, the
// timer is signaled and the thread that set the timer calls the optional
// completion routine. A periodic timer automatically reactivates each time
// the period elapses, until the timer is canceled or reset.
// Returns true on success.
virtual bool SetRepeating(std::chrono::nanoseconds due_time,
std::chrono::milliseconds period,
std::function<void()> opt_callback = nullptr) = 0;
template <typename Rep, typename Period>
void SetRepeating(std::chrono::nanoseconds due_time,
std::chrono::duration<Rep, Period> period,
std::function<void()> opt_callback = nullptr) {
SetRepeating(due_time,
std::chrono::duration_cast<std::chrono::milliseconds>(period),
std::move(opt_callback));
}
// Stops the timer before it can be set to the signaled state and cancels
// outstanding callbacks. Threads performing a wait operation on the timer
// remain waiting until they time out or the timer is reactivated and its
// state is set to signaled. If the timer is already in the signaled state, it
// remains in that state.
// Returns true on success.
virtual bool Cancel() = 0;
};
} // namespace threading
} // namespace xe