haiku/headers/private/debugger/util/Worker.h
Rene Gollent fce4895d18 Debugger: Split into core library and application.
- Add subfolder src/kits/debugger which contains the debugger's core
  functionality and lower layers. Correspondingly add headers/private/debugger
  for shared headers to be used by clients such as the Debugger application
  and eventual remote_debug_server. Adjust various files to account for
  differences as a result of the split and moves.
- Add libdebugger.so to minimal Jamfile.
2016-06-04 13:18:39 -04:00

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/*
* Copyright 2009-2012, Ingo Weinhold, ingo_weinhold@gmx.de.
* Copyright 2014, Rene Gollent, rene@gollent.com.
* Distributed under the terms of the MIT License.
*/
#ifndef WORKER_H
#define WORKER_H
#include <Locker.h>
#include <ObjectList.h>
#include <Referenceable.h>
#include <String.h>
#include <util/DoublyLinkedList.h>
#include <util/OpenHashTable.h>
class Job;
class Worker;
enum job_state {
JOB_STATE_UNSCHEDULED,
JOB_STATE_WAITING,
JOB_STATE_ACTIVE,
JOB_STATE_ABORTED,
JOB_STATE_FAILED,
JOB_STATE_SUCCEEDED
};
enum job_wait_status {
JOB_DEPENDENCY_NOT_FOUND,
JOB_DEPENDENCY_SUCCEEDED,
JOB_DEPENDENCY_FAILED,
JOB_DEPENDENCY_ABORTED,
JOB_DEPENDENCY_ACTIVE,
JOB_USER_INPUT_WAITING
// internal only
};
class JobKey {
public:
virtual ~JobKey();
virtual size_t HashValue() const = 0;
virtual bool operator==(const JobKey& other) const = 0;
};
struct SimpleJobKey : public JobKey {
const void* object;
uint32 type;
public:
SimpleJobKey(const void* object, uint32 type);
SimpleJobKey(const SimpleJobKey& other);
virtual size_t HashValue() const;
virtual bool operator==(const JobKey& other) const;
SimpleJobKey& operator=(const SimpleJobKey& other);
};
class JobListener {
public:
virtual ~JobListener();
virtual void JobStarted(Job* job);
virtual void JobDone(Job* job);
virtual void JobWaitingForInput(Job* job);
virtual void JobFailed(Job* job);
virtual void JobAborted(Job* job);
};
typedef DoublyLinkedList<Job> JobList;
class Job : public BReferenceable, public DoublyLinkedListLinkImpl<Job> {
public:
Job();
virtual ~Job();
virtual const JobKey& Key() const = 0;
virtual status_t Do() = 0;
Worker* GetWorker() const { return fWorker; }
job_state State() const { return fState; }
const BString& GetDescription() const
{ return fDescription; }
protected:
job_wait_status WaitFor(const JobKey& key);
status_t WaitForUserInput();
void SetDescription(const char* format, ...);
private:
friend class Worker;
private:
void SetWorker(Worker* worker);
void SetState(job_state state);
Job* Dependency() const { return fDependency; }
void SetDependency(Job* job);
JobList& DependentJobs() { return fDependentJobs; }
job_wait_status WaitStatus() const { return fWaitStatus; }
void SetWaitStatus(job_wait_status status);
status_t AddListener(JobListener* listener);
void RemoveListener(JobListener* listener);
void NotifyListeners();
private:
typedef BObjectList<JobListener> ListenerList;
private:
Worker* fWorker;
job_state fState;
Job* fDependency;
JobList fDependentJobs;
job_wait_status fWaitStatus;
ListenerList fListeners;
BString fDescription;
public:
Job* fNext;
};
class Worker {
public:
Worker();
~Worker();
status_t Init();
void ShutDown();
bool Lock() { return fLock.Lock(); }
void Unlock() { fLock.Unlock(); }
status_t ScheduleJob(Job* job,
JobListener* listener = NULL);
// always takes over reference
void AbortJob(const JobKey& key);
Job* GetJob(const JobKey& key);
status_t ResumeJob(Job* job);
// only valid for jobs that are
// suspended pending user input
bool HasPendingJobs();
status_t AddListener(const JobKey& key,
JobListener* listener);
void RemoveListener(const JobKey& key,
JobListener* listener);
private:
friend class Job;
struct JobHashDefinition {
typedef JobKey KeyType;
typedef Job ValueType;
size_t HashKey(const JobKey& key) const
{
return key.HashValue();
}
size_t Hash(Job* value) const
{
return HashKey(value->Key());
}
bool Compare(const JobKey& key, Job* value) const
{
return value->Key() == key;
}
Job*& GetLink(Job* value) const
{
return value->fNext;
}
};
typedef BOpenHashTable<JobHashDefinition> JobTable;
private:
job_wait_status WaitForJob(Job* waitingJob, const JobKey& key);
status_t WaitForUserInput(Job* waitingJob);
static status_t _WorkerLoopEntry(void* data);
status_t _WorkerLoop();
void _ProcessJobs();
void _AbortJob(Job* job, bool removeFromTable);
void _FinishJob(Job* job);
private:
BLocker fLock;
JobTable fJobs;
JobList fUnscheduledJobs;
JobList fAbortedJobs;
JobList fSuspendedJobs;
sem_id fWorkToDoSem;
thread_id fWorkerThread;
volatile bool fTerminating;
};
#endif // WORKER_H