Darwin-Streaming-Server/CommonUtilitiesLib/IdleTask.cpp

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/*
*
* @APPLE_LICENSE_HEADER_START@
*
* Copyright (c) 1999-2008 Apple Inc. All Rights Reserved.
*
* This file contains Original Code and/or Modifications of Original Code
* as defined in and that are subject to the Apple Public Source License
* Version 2.0 (the 'License'). You may not use this file except in
* compliance with the License. Please obtain a copy of the License at
* http://www.opensource.apple.com/apsl/ and read it before using this
* file.
*
* The Original Code and all software distributed under the License are
* distributed on an 'AS IS' basis, WITHOUT WARRANTY OF ANY KIND, EITHER
* EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE, QUIET ENJOYMENT OR NON-INFRINGEMENT.
* Please see the License for the specific language governing rights and
* limitations under the License.
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* @APPLE_LICENSE_HEADER_END@
*
*/
/*
File: IdleTask.cpp
Contains: IdleTasks are identical to normal tasks (see task.h) with one exception:
You can schedule them for timeouts. If you call SetIdleTimer
on one, after the time has elapsed the task object will receive an
OS_IDLE event.
*/
#include "IdleTask.h"
#include "OSMemory.h"
#include "OS.h"
//IDLETASKTHREAD IMPLEMENTATION:
IdleTaskThread* IdleTask::sIdleThread = NULL;
void IdleTaskThread::SetIdleTimer(IdleTask *activeObj, SInt64 msec)
{
//note: OSHeap doesn't support a random remove, so this function
//won't change the timeout value if there is already one set
if (activeObj->fIdleElem.IsMemberOfAnyHeap())
return;
activeObj->fIdleElem.SetValue(OS::Milliseconds() + msec);
{
OSMutexLocker locker(&fHeapMutex);
fIdleHeap.Insert(&activeObj->fIdleElem);
}
fHeapCond.Signal();
}
void IdleTaskThread::CancelTimeout(IdleTask* idleObj)
{
Assert(idleObj != NULL);
OSMutexLocker locker(&fHeapMutex);
fIdleHeap.Remove(&idleObj->fIdleElem);
}
void
IdleTaskThread::Entry()
{
OSMutexLocker locker(&fHeapMutex);
while (true)
{
//if there are no events to process, block.
if (fIdleHeap.CurrentHeapSize() == 0)
fHeapCond.Wait(&fHeapMutex);
SInt64 msec = OS::Milliseconds();
//pop elements out of the heap as long as their timeout time has arrived
while ((fIdleHeap.CurrentHeapSize() > 0) && (fIdleHeap.PeekMin()->GetValue() <= msec))
{
IdleTask* elem = (IdleTask*)fIdleHeap.ExtractMin()->GetEnclosingObject();
Assert(elem != NULL);
elem->Signal(Task::kIdleEvent);
}
//we are done sending idle events. If there is a lowest tick count, then
//we need to sleep until that time.
if (fIdleHeap.CurrentHeapSize() > 0)
{
SInt64 timeoutTime = fIdleHeap.PeekMin()->GetValue();
//because sleep takes a 32 bit number
timeoutTime -= msec;
Assert(timeoutTime > 0);
UInt32 smallTime = (UInt32)timeoutTime;
fHeapCond.Wait(&fHeapMutex, smallTime);
}
}
}
void IdleTask::Initialize()
{
if (sIdleThread == NULL)
{
sIdleThread = NEW IdleTaskThread();
sIdleThread->Start();
}
}
IdleTask::~IdleTask()
{
//clean up stuff used by idle thread routines
Assert(sIdleThread != NULL);
OSMutexLocker locker(&sIdleThread->fHeapMutex);
//Check to see if there is a pending timeout. If so, get this object
//out of the heap
if (fIdleElem.IsMemberOfAnyHeap())
sIdleThread->CancelTimeout(this);
}