verdnatura-chat/ios/Pods/Flipper-Folly/folly/io/async/VirtualEventBase.h

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/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <future>
#include <folly/Executor.h>
#include <folly/Function.h>
#include <folly/Synchronized.h>
#include <folly/io/async/EventBase.h>
#include <folly/synchronization/Baton.h>
namespace folly {
/**
* VirtualEventBase implements a light-weight view onto existing EventBase.
*
* Multiple VirtualEventBases can be backed by a single EventBase. Similarly
* to EventBase, VirtualEventBase implements loopKeepAlive() functionality,
* which allows callbacks holding KeepAlive token to keep EventBase looping
* until they are complete.
*
* VirtualEventBase destructor blocks until all its KeepAliveTokens are released
* and all tasks scheduled through it are complete. EventBase destructor also
* blocks until all VirtualEventBases backed by it are released.
*/
class VirtualEventBase : public folly::Executor, public folly::TimeoutManager {
public:
explicit VirtualEventBase(EventBase& evb);
VirtualEventBase(const VirtualEventBase&) = delete;
VirtualEventBase& operator=(const VirtualEventBase&) = delete;
~VirtualEventBase() override;
EventBase& getEventBase() {
return *evb_;
}
/**
* Adds the given callback to a queue of things run before destruction
* of current VirtualEventBase.
*
* This allows users of VirtualEventBase that run in it, but don't control it,
* to be notified before VirtualEventBase gets destructed.
*
* Note: this will be called from the loop of the EventBase, backing this
* VirtualEventBase
*/
void runOnDestruction(EventBase::OnDestructionCallback& callback);
void runOnDestruction(Func f);
/**
* VirtualEventBase destructor blocks until all tasks scheduled through its
* runInEventBaseThread are complete.
*
* @see EventBase::runInEventBaseThread
*/
template <typename F>
void runInEventBaseThread(F&& f) noexcept {
// KeepAlive token has to be released in the EventBase thread. If
// runInEventBaseThread() fails, we can't extract the KeepAlive token
// from the callback to properly release it.
evb_->runInEventBaseThread([keepAliveToken = getKeepAliveToken(this),
f = std::forward<F>(f)]() mutable { f(); });
}
HHWheelTimer& timer() {
return evb_->timer();
}
void attachTimeoutManager(
AsyncTimeout* obj,
TimeoutManager::InternalEnum internal) override {
evb_->attachTimeoutManager(obj, internal);
}
void detachTimeoutManager(AsyncTimeout* obj) override {
evb_->detachTimeoutManager(obj);
}
bool scheduleTimeout(AsyncTimeout* obj, TimeoutManager::timeout_type timeout)
override {
return evb_->scheduleTimeout(obj, timeout);
}
void cancelTimeout(AsyncTimeout* obj) override {
evb_->cancelTimeout(obj);
}
void bumpHandlingTime() override {
evb_->bumpHandlingTime();
}
bool isInTimeoutManagerThread() override {
return evb_->isInTimeoutManagerThread();
}
/**
* @see runInEventBaseThread
*/
void add(folly::Func f) override {
runInEventBaseThread(std::move(f));
}
bool inRunningEventBaseThread() const {
return evb_->inRunningEventBaseThread();
}
protected:
bool keepAliveAcquire() override {
if (evb_->inRunningEventBaseThread()) {
DCHECK(loopKeepAliveCount_ + loopKeepAliveCountAtomic_.load() > 0);
++loopKeepAliveCount_;
} else {
++loopKeepAliveCountAtomic_;
}
return true;
}
void keepAliveReleaseEvb() {
if (loopKeepAliveCountAtomic_.load()) {
loopKeepAliveCount_ += loopKeepAliveCountAtomic_.exchange(0);
}
DCHECK(loopKeepAliveCount_ > 0);
if (--loopKeepAliveCount_ == 0) {
destroyImpl();
}
}
void keepAliveRelease() override {
if (!evb_->inRunningEventBaseThread()) {
evb_->add([=] { keepAliveReleaseEvb(); });
return;
}
keepAliveReleaseEvb();
}
private:
friend class EventBase;
ssize_t keepAliveCount() {
if (loopKeepAliveCountAtomic_.load()) {
loopKeepAliveCount_ += loopKeepAliveCountAtomic_.exchange(0);
}
return loopKeepAliveCount_;
}
std::future<void> destroy();
void destroyImpl();
using LoopCallbackList = EventBase::LoopCallback::List;
KeepAlive<EventBase> evb_;
ssize_t loopKeepAliveCount_{1};
std::atomic<ssize_t> loopKeepAliveCountAtomic_{0};
std::promise<void> destroyPromise_;
std::future<void> destroyFuture_{destroyPromise_.get_future()};
KeepAlive<VirtualEventBase> loopKeepAlive_{
makeKeepAlive<VirtualEventBase>(this)};
Synchronized<EventBase::OnDestructionCallback::List> onDestructionCallbacks_;
};
} // namespace folly