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// 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.
#pragma once
#if !_WIN32
#error "This file is Windows-specific. On Unix, include async-unix.h instead."
#endif
// 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.)
#include "win32-api-version.h"
#include "async.h"
#include "timer.h"
#include "io.h"
#include <atomic>
#include <inttypes.h>
#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 implementation 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 onSignaled(), 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 returned 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;
const MonotonicClock& clock;
AutoCloseHandle iocp;
AutoCloseHandle thread;
Win32WaitObjectThreadPool waitThreads;
TimerImpl timerImpl;
mutable std::atomic<bool> sentWake {false};
bool isAllowApc = false;
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