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All rights reserved. */ #ifndef _TASK_LOOP_H #define _TASK_LOOP_H // Delayed Tasks, Periodic Delayed Tasks, Periodic Delayed Tasks with timeout, // Run when idle tasks, accumulating delayed tasks #include #include #include "FunctionObject.h" namespace BPrivate { // Task flavors class DelayedTask { public: DelayedTask(bigtime_t delay); virtual ~DelayedTask(); virtual bool RunIfNeeded(bigtime_t currentTime) = 0; // returns true if done and should not be called again bigtime_t RunAfterTime() const; protected: bigtime_t fRunAfter; }; // called once after a specified delay class OneShotDelayedTask : public DelayedTask { public: OneShotDelayedTask(FunctionObject* functor, bigtime_t delay); virtual ~OneShotDelayedTask(); virtual bool RunIfNeeded(bigtime_t currentTime); protected: FunctionObject* fFunctor; }; // called periodically till functor return true class PeriodicDelayedTask : public DelayedTask { public: PeriodicDelayedTask(FunctionObjectWithResult* functor, bigtime_t initialDelay, bigtime_t period); virtual ~PeriodicDelayedTask(); virtual bool RunIfNeeded(bigtime_t currentTime); protected: bigtime_t fPeriod; FunctionObjectWithResult* fFunctor; }; // called periodically till functor returns true or till time out class PeriodicDelayedTaskWithTimeout : public PeriodicDelayedTask { public: PeriodicDelayedTaskWithTimeout(FunctionObjectWithResult* functor, bigtime_t initialDelay, bigtime_t period, bigtime_t timeout); virtual bool RunIfNeeded(bigtime_t currentTime); protected: bigtime_t fTimeoutAfter; }; // after initial delay starts periodically calling functor if system is idle // until functor returns true class RunWhenIdleTask : public PeriodicDelayedTask { public: RunWhenIdleTask(FunctionObjectWithResult* functor, bigtime_t initialDelay, bigtime_t idleFor, bigtime_t heartBeat); virtual ~RunWhenIdleTask(); virtual bool RunIfNeeded(bigtime_t currentTime); protected: void ResetIdleTimer(bigtime_t currentTime); bool IdleTimerExpired(bigtime_t currentTime); bool StillIdle(bigtime_t currentTime); bool IsIdle(bigtime_t currentTime, float taskOverhead); bigtime_t fIdleFor; enum State { kInitialDelay, kInitialIdleWait, kInIdleState }; State fState; bigtime_t fActivityLevelStart; bigtime_t fActivityLevel; bigtime_t fLastCPUTooBusyTime; private: typedef PeriodicDelayedTask _inherited; }; // This class is used for clumping up function objects that // can be done as a single object. For instance the mime // notification mechanism sends out multiple notifications on // a single change and we need to accumulate the resulting // icon update into a single one class AccumulatingFunctionObject : public FunctionObject { public: virtual bool CanAccumulate(const AccumulatingFunctionObject*) const = 0; virtual void Accumulate(AccumulatingFunctionObject*) = 0; }; // task loop is a separate thread that hosts tasks that keep getting called // periodically; if a task returns true, it is done - it gets removed from // the list and deleted class TaskLoop { public: TaskLoop(bigtime_t heartBeat = 10000); virtual ~TaskLoop(); void RunLater(DelayedTask*); void RunLater(FunctionObject* functor, bigtime_t delay); // execute a function object after a delay void RunLater(FunctionObjectWithResult* functor, bigtime_t delay, bigtime_t period); // periodically execute function object after initial delay until // function object returns true void RunLater(FunctionObjectWithResult* functor, bigtime_t delay, bigtime_t period, bigtime_t timeout); // periodically execute function object after initial delay until // function object returns true or timeout is reached void AccumulatedRunLater(AccumulatingFunctionObject* functor, bigtime_t delay, bigtime_t maxAccumulatingTime = 0, int32 maxAccumulateCount = 0); // will search the delayed task loop for other accumulating functors // and will accumulate with them, else will create a new delayed task // the task will no longer accumulate if past the // delay unless is zero // no more than will get accumulated, unless // is zero void RunWhenIdle(FunctionObjectWithResult* functor, bigtime_t initialDelay, bigtime_t idleTime, bigtime_t heartBeat = 1000000); // after initialDelay starts looking for a slot when the system is // idle for at least idleTime protected: void AddTask(DelayedTask*); void RemoveTask(DelayedTask*); bool Pulse(); // return true if quitting bigtime_t LatestRunTime() const; virtual bool KeepPulsingWhenEmpty() const = 0; virtual void StartPulsingIfNeeded() = 0; BLocker fLock; BObjectList fTaskList; bigtime_t fHeartBeat; }; class StandAloneTaskLoop : public TaskLoop { // this task loop can work on it's own, just instantiate it // and use it; It has to start it's own thread public: StandAloneTaskLoop(bool keepThread, bigtime_t heartBeat = 400000); ~StandAloneTaskLoop(); protected: void AddTask(DelayedTask*); private: static status_t RunBinder(void*); void Run(); virtual bool KeepPulsingWhenEmpty() const; virtual void StartPulsingIfNeeded(); volatile bool fNeedToQuit; volatile thread_id fScanThread; bool fKeepThread; typedef TaskLoop _inherited; }; class PiggybackTaskLoop : public TaskLoop { // this TaskLoop needs periodic calls from a viewable's Pulse // or some similar pulsing mechanism // it does not have to need it's own thread, instead it uses an existing // thread of a looper, etc. public: PiggybackTaskLoop(bigtime_t heartBeat = 100000); ~PiggybackTaskLoop(); virtual void PulseMe(); private: virtual bool KeepPulsingWhenEmpty() const; virtual void StartPulsingIfNeeded(); bigtime_t fNextHeartBeatTime; bool fPulseMe; }; inline bigtime_t DelayedTask::RunAfterTime() const { return fRunAfter; } } // namespace BPrivate using namespace BPrivate; #endif // _TASK_LOOP_H