Mercurial > hg > sv-dependency-builds
diff win64-msvc/include/kj/async-win32.h @ 63:0f2d93caa50c
Update Win64 capnp builds to v0.6
author | Chris Cannam |
---|---|
date | Mon, 22 May 2017 18:56:49 +0100 |
parents | |
children |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/win64-msvc/include/kj/async-win32.h Mon May 22 18:56:49 2017 +0100 @@ -0,0 +1,234 @@ +// Copyright (c) 2016 Sandstorm Development Group, Inc. and contributors +// Licensed under the MIT License: +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +#ifndef KJ_ASYNC_WIN32_H_ +#define KJ_ASYNC_WIN32_H_ + +#if !_WIN32 +#error "This file is Windows-specific. On Unix, include async-unix.h instead." +#endif + +#include "async.h" +#include "time.h" +#include "io.h" +#include <atomic> +#include <inttypes.h> + +// Include windows.h as lean as possible. (If you need more of the Windows API for your app, +// #include windows.h yourself before including this header.) +#define WIN32_LEAN_AND_MEAN 1 +#define NOSERVICE 1 +#define NOMCX 1 +#define NOIME 1 +#include <windows.h> +#include "windows-sanity.h" + +namespace kj { + +class Win32EventPort: public EventPort { + // Abstract base interface for EventPorts that can listen on Win32 event types. Due to the + // absurd complexity of the Win32 API, it's not possible to standardize on a single + // implementation of EventPort. In particular, there is no way for a single thread to use I/O + // completion ports (the most efficient way of handling I/O) while at the same time waiting for + // signalable handles or UI messages. + // + // Note that UI messages are not supported at all by this interface because the message queue + // is implemented by user32.dll and we want libkj to depend only on kernel32.dll. A separate + // compat library could provide a Win32EventPort implementation that works with the UI message + // queue. + +public: + // --------------------------------------------------------------------------- + // overlapped I/O + + struct IoResult { + DWORD errorCode; + DWORD bytesTransferred; + }; + + class IoOperation { + public: + virtual LPOVERLAPPED getOverlapped() = 0; + // Gets the OVERLAPPED structure to pass to the Win32 I/O call. Do NOT modify it; just pass it + // on. + + virtual Promise<IoResult> onComplete() = 0; + // After making the Win32 call, if the return value indicates that the operation was + // successfully queued (i.e. the completion event will definitely occur), call this to wait + // for completion. + // + // You MUST call this if the operation was successfully queued, and you MUST NOT call this + // otherwise. If the Win32 call failed (without queuing any operation or event) then you should + // simply drop the IoOperation object. + // + // Dropping the returned Promise cancels the operation via Win32's CancelIoEx(). The destructor + // will wait for the cancellation to complete, such that after dropping the proimse it is safe + // to free the buffer that the operation was reading from / writing to. + // + // You may safely drop the `IoOperation` while still waiting for this promise. You may not, + // however, drop the `IoObserver`. + }; + + class IoObserver { + public: + virtual Own<IoOperation> newOperation(uint64_t offset) = 0; + // Begin an I/O operation. For file operations, `offset` is the offset within the file at + // which the operation will start. For stream operations, `offset` is ignored. + }; + + virtual Own<IoObserver> observeIo(HANDLE handle) = 0; + // Given a handle which supports overlapped I/O, arrange to receive I/O completion events via + // this EventPort. + // + // Different Win32EventPort implementations may handle this in different ways, such as by using + // completion routines (APCs) or by using I/O completion ports. The caller should not assume + // any particular technique. + // + // WARNING: It is only safe to call observeIo() on a particular handle once during its lifetime. + // You cannot observe the same handle from multiple Win32EventPorts, even if not at the same + // time. This is because the Win32 API provides no way to disassociate a handle from an I/O + // completion port once it is associated. + + // --------------------------------------------------------------------------- + // signalable handles + // + // Warning: Due to limitations in the Win32 API, implementations of EventPort may be forced to + // spawn additional threads to wait for signaled objects. This is necessary if the EventPort + // implementation is based on I/O completion ports, or if you need to wait on more than 64 + // handles at once. + + class SignalObserver { + public: + virtual Promise<void> onSignaled() = 0; + // Returns a promise that completes the next time the handle enters the signaled state. + // + // Depending on the type of handle, the handle may automatically be reset to a non-signaled + // state before the promise resolves. The underlying implementaiton uses WaitForSingleObject() + // or an equivalent wait call, so check the documentation for that to understand the semantics. + // + // If the handle is a mutex and it is abandoned without being unlocked, the promise breaks with + // an exception. + + virtual Promise<bool> onSignaledOrAbandoned() = 0; + // Like onSingaled(), but instead of throwing when a mutex is abandoned, resolves to `true`. + // Resolves to `false` for non-abandoned signals. + }; + + virtual Own<SignalObserver> observeSignalState(HANDLE handle) = 0; + // Given a handle that supports waiting for it to become "signaled" via WaitForSingleObject(), + // return an object that can wait for this state using the EventPort. + + // --------------------------------------------------------------------------- + // APCs + + virtual void allowApc() = 0; + // If this is ever called, the Win32EventPort will switch modes so that APCs can be scheduled + // on the thread, e.g. through the Win32 QueueUserAPC() call. In the future, this may be enabled + // by default. However, as of this writing, Wine does not support the necessary + // GetQueuedCompletionStatusEx() call, thus allowApc() breaks Wine support. (Tested on Wine + // 1.8.7.) + // + // If the event port implementation can't support APCs for some reason, this throws. + + // --------------------------------------------------------------------------- + // time + + virtual Timer& getTimer() = 0; +}; + +class Win32WaitObjectThreadPool { + // Helper class that implements Win32EventPort::observeSignalState() by spawning additional + // threads as needed to perform the actual waiting. + // + // This class is intended to be used to assist in building Win32EventPort implementations. + +public: + Win32WaitObjectThreadPool(uint mainThreadCount = 0); + // `mainThreadCount` indicates the number of objects the main thread is able to listen on + // directly. Typically this would be zero (e.g. if the main thread watches an I/O completion + // port) or MAXIMUM_WAIT_OBJECTS (e.g. if the main thread is a UI thread but can use + // MsgWaitForMultipleObjectsEx() to wait on some handles at the same time as messages). + + Own<Win32EventPort::SignalObserver> observeSignalState(HANDLE handle); + // Implemetns Win32EventPort::observeSignalState(). + + uint prepareMainThreadWait(HANDLE* handles[]); + // Call immediately before invoking WaitForMultipleObjects() or similar in the main thread. + // Fills in `handles` with the handle pointers to wait on, and returns the number of handles + // in this array. (The array should be allocated to be at least the size passed to the + // constructor). + // + // There's no need to call this if `mainThreadCount` as passed to the constructor was zero. + + bool finishedMainThreadWait(DWORD returnCode); + // Call immediately after invoking WaitForMultipleObjects() or similar in the main thread, + // passing the value returend by that call. Returns true if the event indicated by `returnCode` + // has been handled (i.e. it was WAIT_OBJECT_n or WAIT_ABANDONED_n where n is in-range for the + // last call to prepareMainThreadWait()). +}; + +class Win32IocpEventPort final: public Win32EventPort { + // An EventPort implementation which uses Windows I/O completion ports to listen for events. + // + // With this implementation, observeSignalState() requires spawning a separate thread. + +public: + Win32IocpEventPort(); + ~Win32IocpEventPort() noexcept(false); + + // implements EventPort ------------------------------------------------------ + bool wait() override; + bool poll() override; + void wake() const override; + + // implements Win32IocpEventPort --------------------------------------------- + Own<IoObserver> observeIo(HANDLE handle) override; + Own<SignalObserver> observeSignalState(HANDLE handle) override; + Timer& getTimer() override { return timerImpl; } + void allowApc() override { isAllowApc = true; } + +private: + class IoPromiseAdapter; + class IoOperationImpl; + class IoObserverImpl; + + AutoCloseHandle iocp; + AutoCloseHandle thread; + Win32WaitObjectThreadPool waitThreads; + TimerImpl timerImpl; + mutable std::atomic<bool> sentWake {false}; + bool isAllowApc = false; + + static TimePoint readClock(); + + void waitIocp(DWORD timeoutMs); + // Wait on the I/O completion port for up to timeoutMs and pump events. Does not advance the + // timer; caller must do that. + + bool receivedWake(); + + static AutoCloseHandle newIocpHandle(); + static AutoCloseHandle openCurrentThread(); +}; + +} // namespace kj + +#endif // KJ_ASYNC_WIN32_H_