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This caused us to lose our gn check certification. :( Turns out gn check was just ignoring all the header paths it didn't understand and so gn check passing for sky wasn't meaning much. I tried to straighten out some of the mess in this CL, but its going to take several more rounds of massaging before gn check passes again. On the bright side (almost) all of our headers are absolute now. Turns out my script (attached to the bug) didn't notice ../ includes but I'll fix that in the next patch. R=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/746023002
157 lines
5.5 KiB
C++
157 lines
5.5 KiB
C++
/*
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* Copyright (C) 2006, 2008 Apple Inc. All rights reserved.
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* Copyright (C) 2009 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "sky/engine/config.h"
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#include "sky/engine/platform/ThreadTimers.h"
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#include "sky/engine/platform/PlatformThreadData.h"
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#include "sky/engine/platform/SharedTimer.h"
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#include "sky/engine/platform/Timer.h"
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#include "sky/engine/platform/TraceEvent.h"
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#include "sky/engine/wtf/CurrentTime.h"
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#include "sky/engine/wtf/MainThread.h"
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namespace blink {
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// Fire timers for this length of time, and then quit to let the run loop process user input events.
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// 100ms is about a perceptable delay in UI, so use a half of that as a threshold.
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// This is to prevent UI freeze when there are too many timers or machine performance is low.
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static const double maxDurationOfFiringTimers = 0.050;
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// Timers are created, started and fired on the same thread, and each thread has its own ThreadTimers
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// copy to keep the heap and a set of currently firing timers.
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static MainThreadSharedTimer* mainThreadSharedTimer()
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{
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static MainThreadSharedTimer* timer = new MainThreadSharedTimer;
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return timer;
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}
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ThreadTimers::ThreadTimers()
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: m_sharedTimer(0)
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, m_firingTimers(false)
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, m_pendingSharedTimerFireTime(0)
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{
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if (isMainThread())
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setSharedTimer(mainThreadSharedTimer());
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}
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// A worker thread may initialize SharedTimer after some timers are created.
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// Also, SharedTimer can be replaced with 0 before all timers are destroyed.
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void ThreadTimers::setSharedTimer(SharedTimer* sharedTimer)
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{
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if (m_sharedTimer) {
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m_sharedTimer->setFiredFunction(0);
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m_sharedTimer->stop();
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m_pendingSharedTimerFireTime = 0;
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}
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m_sharedTimer = sharedTimer;
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if (sharedTimer) {
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m_sharedTimer->setFiredFunction(ThreadTimers::sharedTimerFired);
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updateSharedTimer();
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}
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}
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void ThreadTimers::updateSharedTimer()
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{
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if (!m_sharedTimer)
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return;
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if (m_firingTimers || m_timerHeap.isEmpty()) {
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m_pendingSharedTimerFireTime = 0;
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m_sharedTimer->stop();
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} else {
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double nextFireTime = m_timerHeap.first()->m_nextFireTime;
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double currentMonotonicTime = monotonicallyIncreasingTime();
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if (m_pendingSharedTimerFireTime) {
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// No need to restart the timer if both the pending fire time and the new fire time are in the past.
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if (m_pendingSharedTimerFireTime <= currentMonotonicTime && nextFireTime <= currentMonotonicTime)
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return;
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}
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m_pendingSharedTimerFireTime = nextFireTime;
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m_sharedTimer->setFireInterval(std::max(nextFireTime - currentMonotonicTime, 0.0));
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}
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}
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void ThreadTimers::sharedTimerFired()
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{
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TRACE_EVENT_SET_SAMPLING_STATE("blink", "BlinkInternal");
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// Redirect to non-static method.
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PlatformThreadData::current().threadTimers().sharedTimerFiredInternal();
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TRACE_EVENT_SET_SAMPLING_STATE("blink", "Sleeping");
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}
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void ThreadTimers::sharedTimerFiredInternal()
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{
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// Do a re-entrancy check.
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if (m_firingTimers)
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return;
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m_firingTimers = true;
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m_pendingSharedTimerFireTime = 0;
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double fireTime = monotonicallyIncreasingTime();
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double timeToQuit = fireTime + maxDurationOfFiringTimers;
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while (!m_timerHeap.isEmpty() && m_timerHeap.first()->m_nextFireTime <= fireTime) {
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TimerBase& timer = *m_timerHeap.first();
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timer.m_nextFireTime = 0;
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timer.m_unalignedNextFireTime = 0;
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timer.heapDeleteMin();
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double interval = timer.repeatInterval();
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timer.setNextFireTime(interval ? fireTime + interval : 0);
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TRACE_EVENT2("blink", "ThreadTimers::sharedTimerFiredInternal",
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"src_file", timer.location().file_name(),
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"src_func", timer.location().function_name());
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// Once the timer has been fired, it may be deleted, so do nothing else with it after this point.
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timer.fired();
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// Catch the case where the timer asked timers to fire in a nested event loop, or we are over time limit.
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if (!m_firingTimers || timeToQuit < monotonicallyIncreasingTime())
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break;
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}
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m_firingTimers = false;
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updateSharedTimer();
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}
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void ThreadTimers::fireTimersInNestedEventLoop()
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{
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// Reset the reentrancy guard so the timers can fire again.
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m_firingTimers = false;
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updateSharedTimer();
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}
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} // namespace blink
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