/* * Copyright (C) 2007, 2008 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. * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "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 OR ITS 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. */ #include "config.h" #include "MainThread.h" #include "StdLibExtras.h" #include "CurrentTime.h" #include "Deque.h" #include "Threading.h" namespace WTF { struct FunctionWithContext { MainThreadFunction* function; void* context; FunctionWithContext(MainThreadFunction* function = 0, void* context = 0) : function(function) , context(context) { } }; typedef Deque FunctionQueue; static bool callbacksPaused; // This global variable is only accessed from main thread. Mutex& mainThreadFunctionQueueMutex() { DEFINE_STATIC_LOCAL(Mutex, staticMutex, ()); return staticMutex; } static FunctionQueue& functionQueue() { DEFINE_STATIC_LOCAL(FunctionQueue, staticFunctionQueue, ()); return staticFunctionQueue; } void initializeMainThread() { mainThreadFunctionQueueMutex(); initializeMainThreadPlatform(); } // 0.1 sec delays in UI is approximate threshold when they become noticeable. Have a limit that's half of that. static const double maxRunLoopSuspensionTime = 0.05; void dispatchFunctionsFromMainThread() { ASSERT(isMainThread()); if (callbacksPaused) return; double startTime = currentTime(); FunctionWithContext invocation; while (true) { { MutexLocker locker(mainThreadFunctionQueueMutex()); if (!functionQueue().size()) break; invocation = functionQueue().first(); functionQueue().removeFirst(); } invocation.function(invocation.context); // If we are running accumulated functions for too long so UI may become unresponsive, we need to // yield so the user input can be processed. Otherwise user may not be able to even close the window. // This code has effect only in case the scheduleDispatchFunctionsOnMainThread() is implemented in a way that // allows input events to be processed before we are back here. if (currentTime() - startTime > maxRunLoopSuspensionTime) { scheduleDispatchFunctionsOnMainThread(); break; } } } void callOnMainThread(MainThreadFunction* function, void* context) { ASSERT(function); bool needToSchedule = false; { MutexLocker locker(mainThreadFunctionQueueMutex()); needToSchedule = functionQueue().size() == 0; functionQueue().append(FunctionWithContext(function, context)); } if (needToSchedule) scheduleDispatchFunctionsOnMainThread(); } void setMainThreadCallbacksPaused(bool paused) { ASSERT(isMainThread()); if (callbacksPaused == paused) return; callbacksPaused = paused; if (!callbacksPaused) scheduleDispatchFunctionsOnMainThread(); } } // namespace WTF