Coverage Report

Created: 2026-04-09 06:21

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/src/brpc/src/butil/threading/simple_thread.h
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// Copyright (c) 2011 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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// WARNING: You should probably be using Thread (thread.h) instead.  Thread is
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//          Chrome's message-loop based Thread abstraction, and if you are a
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//          thread running in the browser, there will likely be assumptions
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//          that your thread will have an associated message loop.
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//
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// This is a simple thread interface that backs to a native operating system
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// thread.  You should use this only when you want a thread that does not have
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// an associated MessageLoop.  Unittesting is the best example of this.
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//
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// The simplest interface to use is DelegateSimpleThread, which will create
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// a new thread, and execute the Delegate's virtual Run() in this new thread
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// until it has completed, exiting the thread.
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//
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// NOTE: You *MUST* call Join on the thread to clean up the underlying thread
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// resources.  You are also responsible for destructing the SimpleThread object.
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// It is invalid to destroy a SimpleThread while it is running, or without
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// Start() having been called (and a thread never created).  The Delegate
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// object should live as long as a DelegateSimpleThread.
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//
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// Thread Safety: A SimpleThread is not completely thread safe.  It is safe to
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// access it from the creating thread or from the newly created thread.  This
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// implies that the creator thread should be the thread that calls Join.
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//
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// Example:
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//   class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
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//   MyThreadRunner runner;
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//   DelegateSimpleThread thread(&runner, "good_name_here");
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//   thread.Start();
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//   // Start will return after the Thread has been successfully started and
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//   // initialized.  The newly created thread will invoke runner->Run(), and
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//   // run until it returns.
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//   thread.Join();  // Wait until the thread has exited.  You *MUST* Join!
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//   // The SimpleThread object is still valid, however you may not call Join
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//   // or Start again.
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#ifndef BUTIL_THREADING_SIMPLE_THREAD_H_
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#define BUTIL_THREADING_SIMPLE_THREAD_H_
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#include <string>
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#include <queue>
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#include <vector>
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#include "butil/base_export.h"
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#include "butil/basictypes.h"
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#include "butil/compiler_specific.h"
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#include "butil/threading/platform_thread.h"
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#include "butil/synchronization/lock.h"
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#include "butil/synchronization/waitable_event.h"
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namespace butil {
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// This is the base SimpleThread.  You can derive from it and implement the
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// virtual Run method, or you can use the DelegateSimpleThread interface.
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class BUTIL_EXPORT SimpleThread : public PlatformThread::Delegate {
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 public:
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  class BUTIL_EXPORT Options {
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   public:
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    Options() : stack_size_(0) { }
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    ~Options() { }
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    // We use the standard compiler-supplied copy constructor.
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    // A custom stack size, or 0 for the system default.
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    void set_stack_size(size_t size) { stack_size_ = size; }
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    size_t stack_size() const { return stack_size_; }
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   private:
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    size_t stack_size_;
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  };
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  // Create a SimpleThread.  |options| should be used to manage any specific
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  // configuration involving the thread creation and management.
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  // Every thread has a name, in the form of |name_prefix|/TID, for example
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  // "my_thread/321".  The thread will not be created until Start() is called.
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  explicit SimpleThread(const std::string& name_prefix);
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  SimpleThread(const std::string& name_prefix, const Options& options);
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  virtual ~SimpleThread();
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  virtual void Start();
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  virtual void Join();
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  // Subclasses should override the Run method.
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  virtual void Run() = 0;
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  // Return the thread name prefix, or "unnamed" if none was supplied.
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  std::string name_prefix() { return name_prefix_; }
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  // Return the completed name including TID, only valid after Start().
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  std::string name() { return name_; }
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  // Return the thread id, only valid after Start().
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  PlatformThreadId tid() { return tid_; }
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  // Return True if Start() has ever been called.
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  bool HasBeenStarted();
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  // Return True if Join() has evern been called.
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  bool HasBeenJoined() { return joined_; }
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  // Overridden from PlatformThread::Delegate:
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  virtual void ThreadMain() OVERRIDE;
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  // Only set priorities with a careful understanding of the consequences.
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  // This is meant for very limited use cases.
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  void SetThreadPriority(ThreadPriority priority) {
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    PlatformThread::SetThreadPriority(thread_, priority);
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  }
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 private:
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  const std::string name_prefix_;
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  std::string name_;
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  const Options options_;
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  PlatformThreadHandle thread_;  // PlatformThread handle, invalid after Join!
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  WaitableEvent event_;          // Signaled if Start() was ever called.
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  PlatformThreadId tid_;         // The backing thread's id.
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  bool joined_;                  // True if Join has been called.
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};
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class BUTIL_EXPORT DelegateSimpleThread : public SimpleThread {
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 public:
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  class BUTIL_EXPORT Delegate {
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   public:
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    Delegate() { }
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    virtual ~Delegate() { }
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    virtual void Run() = 0;
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  };
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  DelegateSimpleThread(Delegate* delegate,
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                       const std::string& name_prefix);
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  DelegateSimpleThread(Delegate* delegate,
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                       const std::string& name_prefix,
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                       const Options& options);
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  virtual ~DelegateSimpleThread();
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  virtual void Run() OVERRIDE;
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 private:
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  Delegate* delegate_;
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};
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// DelegateSimpleThreadPool allows you to start up a fixed number of threads,
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// and then add jobs which will be dispatched to the threads.  This is
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// convenient when you have a lot of small work that you want done
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// multi-threaded, but don't want to spawn a thread for each small bit of work.
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//
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// You just call AddWork() to add a delegate to the list of work to be done.
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// JoinAll() will make sure that all outstanding work is processed, and wait
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// for everything to finish.  You can reuse a pool, so you can call Start()
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// again after you've called JoinAll().
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class BUTIL_EXPORT DelegateSimpleThreadPool
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    : public DelegateSimpleThread::Delegate {
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 public:
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  typedef DelegateSimpleThread::Delegate Delegate;
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  DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
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  virtual ~DelegateSimpleThreadPool();
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  // Start up all of the underlying threads, and start processing work if we
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  // have any.
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  void Start();
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  // Make sure all outstanding work is finished, and wait for and destroy all
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  // of the underlying threads in the pool.
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  void JoinAll();
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  // It is safe to AddWork() any time, before or after Start().
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  // Delegate* should always be a valid pointer, NULL is reserved internally.
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  void AddWork(Delegate* work, int repeat_count);
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  void AddWork(Delegate* work) {
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    AddWork(work, 1);
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  }
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  // We implement the Delegate interface, for running our internal threads.
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  virtual void Run() OVERRIDE;
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 private:
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  const std::string name_prefix_;
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  int num_threads_;
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  std::vector<DelegateSimpleThread*> threads_;
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  std::queue<Delegate*> delegates_;
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  butil::Lock lock_;            // Locks delegates_
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  WaitableEvent dry_;    // Not signaled when there is no work to do.
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};
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}  // namespace butil
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#endif  // BUTIL_THREADING_SIMPLE_THREAD_H_