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/*
* libjingle
* Copyright 2004--2006, Google Inc.
*
* 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. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 THE AUTHOR 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.
*/
#ifndef TALK_BASE_TASK_H__
#define TALK_BASE_TASK_H__
#include <string>
#include "talk/base/scoped_ptr.h"
#include "talk/base/basictypes.h"
#include "talk/base/sigslot.h"
/////////////////////////////////////////////////////////////////////
//
// TASK
//
/////////////////////////////////////////////////////////////////////
//
// Task is a state machine infrastructure. States are pushed forward by
// pushing forwards a TaskRunner that holds on to all Tasks. The purpose
// of Task is threefold:
//
// (1) It manages ongoing work on the UI thread. Multitasking without
// threads, keeping it easy, keeping it real. :-) It does this by
// organizing a set of states for each task. When you return from your
// Process*() function, you return an integer for the next state. You do
// not go onto the next state yourself. Every time you enter a state,
// you check to see if you can do anything yet. If not, you return
// STATE_BLOCKED. If you _could_ do anything, do not return
// STATE_BLOCKED - even if you end up in the same state, return
// STATE_mysamestate. When you are done, return STATE_DONE and then the
// task will self-delete sometimea afterwards.
//
// (2) It helps you avoid all those reentrancy problems when you chain
// too many triggers on one thread. Basically if you want to tell a task
// to process something for you, you feed your task some information and
// then you Wake() it. Don't tell it to process it right away. If it
// might be working on something as you send it infomration, you may want
// to have a queue in the task.
//
// (3) Finally it helps manage parent tasks and children. If a parent
// task gets aborted, all the children tasks are too. The nice thing
// about this, for example, is if you have one parent task that
// represents, say, and Xmpp connection, then you can spawn a whole bunch
// of infinite lifetime child tasks and now worry about cleaning them up.
// When the parent task goes to STATE_DONE, the task engine will make
// sure all those children are aborted and get deleted.
//
// Notice that Task has a few built-in states, e.g.,
//
// STATE_INIT - the task isn't running yet
// STATE_START - the task is in its first state
// STATE_RESPONSE - the task is in its second state
// STATE_DONE - the task is done
//
// STATE_ERROR - indicates an error - we should audit the error code in
// light of any usage of it to see if it should be improved. When I
// first put down the task stuff I didn't have a good sense of what was
// needed for Abort and Error, and now the subclasses of Task will ground
// the design in a stronger way.
//
// STATE_NEXT - the first undefined state number. (like WM_USER) - you
// can start defining more task states there.
//
// When you define more task states, just override Process(int state) and
// add your own switch statement. If you want to delegate to
// Task::Process, you can effectively delegate to its switch statement.
// No fancy method pointers or such - this is all just pretty low tech,
// easy to debug, and fast.
//
// Also notice that Task has some primitive built-in timeout functionality.
//
// A timeout is defined as "the task stays in STATE_BLOCKED longer than
// timeout_seconds_."
//
// Descendant classes can override this behavior by calling the
// various protected methods to change the timeout behavior. For
// instance, a descendand might call SuspendTimeout() when it knows
// that it isn't waiting for anything that might timeout, but isn't
// yet in the STATE_DONE state.
//
namespace talk_base {
class TaskRunner;
// A task executes a sequence of steps
class Task;
class RootTask;
class Task {
public:
Task(Task *parent);
virtual ~Task() {}
int32 get_unique_id() { return unique_id_; }
void Start();
void Step();
int GetState() const { return state_; }
bool HasError() const { return (GetState() == STATE_ERROR); }
bool Blocked() const { return blocked_; }
bool IsDone() const { return done_; }
int64 ElapsedTime();
Task *GetParent() { return parent_; }
TaskRunner *GetRunner() { return runner_; }
virtual Task *GetParent(int code) { return parent_->GetParent(code); }
// Called from outside to stop task without any more callbacks
void Abort(bool nowake = false);
// For managing children
bool AllChildrenDone();
bool AnyChildError();
bool TimedOut();
int64 get_timeout_time() { return timeout_time_; }
void set_timeout_seconds(int timeout_seconds);
sigslot::signal0<> SignalTimeout;
// Called inside the task to signal that the task may be unblocked
void Wake();
protected:
enum {
STATE_BLOCKED = -1,
STATE_INIT = 0,
STATE_START = 1,
STATE_DONE = 2,
STATE_ERROR = 3,
STATE_RESPONSE = 4,
STATE_NEXT = 5, // Subclasses which need more states start here and higher
};
// Called inside to advise that the task should wake and signal an error
void Error();
int64 CurrentTime();
virtual std::string GetStateName(int state) const;
virtual int Process(int state);
virtual void Stop();
virtual int ProcessStart() = 0;
virtual int ProcessResponse() { return STATE_DONE; }
// for managing children (if any)
void AddChild(Task *child);
void AbortAllChildren();
void ResetTimeout();
void ClearTimeout();
void SuspendTimeout();
void ResumeTimeout();
protected:
virtual int OnTimeout() {
// by default, we are finished after timing out
return STATE_DONE;
}
private:
void Done();
void OnChildStopped(Task *child);
int state_;
Task *parent_;
TaskRunner *runner_;
bool blocked_;
bool done_;
bool aborted_;
bool busy_;
bool error_;
bool child_error_;
int64 start_time_;
int64 timeout_time_;
int timeout_seconds_;
bool timeout_suspended_;
int32 unique_id_;
static int32 unique_id_seed_;
// for managing children
typedef std::set<Task *> ChildSet;
scoped_ptr<ChildSet> children_;
};
} // namespace talk_base
#endif // TALK_BASE_TASK_H__
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