/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ // Copyright (c) 2006-2008 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file.
// OneShotTimer and RepeatingTimer provide a simple timer API. As the names // suggest, OneShotTimer calls you back once after a time delay expires. // RepeatingTimer on the other hand calls you back periodically with the // prescribed time interval. // // OneShotTimer and RepeatingTimer both cancel the timer when they go out of // scope, which makes it easy to ensure that you do not get called when your // object has gone out of scope. Just instantiate a OneShotTimer or // RepeatingTimer as a member variable of the class for which you wish to // receive timer events. // // Sample RepeatingTimer usage: // // class MyClass { // public: // void StartDoingStuff() { // timer_.Start(TimeDelta::FromSeconds(1), this, &MyClass::DoStuff); // } // void StopDoingStuff() { // timer_.Stop(); // } // private: // void DoStuff() { // // This method is called every second to do stuff. // ... // } // base::RepeatingTimer<MyClass> timer_; // }; // // Both OneShotTimer and RepeatingTimer also support a Reset method, which // allows you to easily defer the timer event until the timer delay passes once // again. So, in the above example, if 0.5 seconds have already passed, // calling Reset on timer_ would postpone DoStuff by another 1 second. In // other words, Reset is shorthand for calling Stop and then Start again with // the same arguments.
#ifndef BASE_TIMER_H_ #define BASE_TIMER_H_
// IMPORTANT: If you change timer code, make sure that all tests (including // disabled ones) from timer_unittests.cc pass locally. Some are disabled // because they're flaky on the buildbot, but when you run them locally you // should be able to tell the difference.
//----------------------------------------------------------------------------- // This class is an implementation detail of OneShotTimer and RepeatingTimer. // Please do not use this class directly. // // This class exists to share code between BaseTimer<T> template instantiations. // class BaseTimer_Helper { public: // Stops the timer.
~BaseTimer_Helper() { OrphanDelayedTask(); }
// Returns true if the timer is running (i.e., not stopped). bool IsRunning() const { return !!delayed_task_; }
// Returns the current delay for this timer. May only call this method when // the timer is running!
TimeDelta GetCurrentDelay() const {
DCHECK(IsRunning()); return delayed_task_->delay_;
}
protected:
BaseTimer_Helper() {}
// We have access to the timer_ member so we can orphan this task. class TimerTask : public mozilla::Runnable { public: explicit TimerTask(TimeDelta delay)
: mozilla::Runnable("base::BaseTimer_Helper::TimerTask"),
delay_(delay) { // timer_ is set in InitiateDelayedTask.
} virtual ~TimerTask() {}
BaseTimer_Helper* timer_;
TimeDelta delay_;
};
// Used to orphan delayed_task_ so that when it runs it does nothing. void OrphanDelayedTask();
// Used to initiated a new delayed task. This has the side-effect of // orphaning delayed_task_ if it is non-null. void InitiateDelayedTask(TimerTask* timer_task);
RefPtr<TimerTask> delayed_task_;
DISALLOW_COPY_AND_ASSIGN(BaseTimer_Helper);
};
//----------------------------------------------------------------------------- // This class is an implementation detail of OneShotTimer and RepeatingTimer. // Please do not use this class directly. template <class Receiver, bool kIsRepeating> class BaseTimer : public BaseTimer_Helper { public: typedefvoid (Receiver::*ReceiverMethod)();
// Call this method to start the timer. It is an error to call this method // while the timer is already running. void Start(TimeDelta delay, Receiver* receiver, ReceiverMethod method) {
DCHECK(!IsRunning());
InitiateDelayedTask(new TimerTask(delay, receiver, method));
}
// Call this method to stop the timer. It is a no-op if the timer is not // running. void Stop() { OrphanDelayedTask(); }
// Call this method to reset the timer delay of an already running timer. void Reset() {
DCHECK(IsRunning());
InitiateDelayedTask(static_cast<TimerTask*>(delayed_task_.get())->Clone());
}
class TimerTask : public BaseTimer_Helper::TimerTask { public:
TimerTask(TimeDelta delay, Receiver* receiver, ReceiverMethod method)
: BaseTimer_Helper::TimerTask(delay),
receiver_(receiver),
method_(method) {}
virtual ~TimerTask() { // This task may be getting cleared because the MessageLoop has been // destructed. If so, don't leave the Timer with a dangling pointer // to this now-defunct task.
ClearBaseTimer();
}
NS_IMETHOD Run() override { if (!timer_) // timer_ is null if we were orphaned. return NS_OK; if (kIsRepeating)
ResetBaseTimer(); else
ClearBaseTimer();
DispatchToMethod(receiver_, method_, Tuple0()); return NS_OK;
}
private: // Inform the Base that the timer is no longer active. void ClearBaseTimer() { if (timer_) {
SelfType* self = static_cast<SelfType*>(timer_); // It is possible that the Timer has already been reset, and that this // Task is old. So, if the Timer points to a different task, assume // that the Timer has already taken care of properly setting the task. if (self->delayed_task_ == this) self->delayed_task_ = nullptr; // By now the delayed_task_ in the Timer does not point to us anymore. // We should reset our own timer_ because the Timer can not do this // for us in its destructor.
timer_ = NULL;
}
}
// Inform the Base that we're resetting the timer. void ResetBaseTimer() {
DCHECK(timer_);
DCHECK(kIsRepeating);
SelfType* self = static_cast<SelfType*>(timer_);
self->Reset();
}
//----------------------------------------------------------------------------- // A simple, one-shot timer. See usage notes at the top of the file. template <class Receiver> class OneShotTimer : public BaseTimer<Receiver, false> {};
//----------------------------------------------------------------------------- // A simple, repeating timer. See usage notes at the top of the file. template <class Receiver> class RepeatingTimer : public BaseTimer<Receiver, true> {};
//----------------------------------------------------------------------------- // A Delay timer is like The Button from Lost. Once started, you have to keep // calling Reset otherwise it will call the given method in the MessageLoop // thread. // // Once created, it is inactive until Reset is called. Once |delay| seconds have // passed since the last call to Reset, the callback is made. Once the callback // has been made, it's inactive until Reset is called again. // // If destroyed, the timeout is canceled and will not occur even if already // inflight. template <class Receiver> class DelayTimer { public: typedefvoid (Receiver::*ReceiverMethod)();
// If we already have a timer that will expire at or before the given delay, // then we have nothing more to do now. if (timer_.IsRunning() && timer_.GetCurrentDelay() <= delay) return;
// The timer isn't running, or will expire too late, so restart it.
timer_.Stop();
timer_.Start(delay, this, &DelayTimer<Receiver>::Check);
}
void Check() { if (trigger_time_.is_null()) return;
// If we have not waited long enough, then wait some more. const Time now = Time::Now(); if (now < trigger_time_) {
DelayFor(trigger_time_ - now); return;
}
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