capnproto

FORK: Cap'n Proto serialization/RPC system - core tools and C++ library
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async-win32.h (9992B)


      1 // Copyright (c) 2016 Sandstorm Development Group, Inc. and contributors
      2 // Licensed under the MIT License:
      3 //
      4 // Permission is hereby granted, free of charge, to any person obtaining a copy
      5 // of this software and associated documentation files (the "Software"), to deal
      6 // in the Software without restriction, including without limitation the rights
      7 // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
      8 // copies of the Software, and to permit persons to whom the Software is
      9 // furnished to do so, subject to the following conditions:
     10 //
     11 // The above copyright notice and this permission notice shall be included in
     12 // all copies or substantial portions of the Software.
     13 //
     14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     19 // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
     20 // THE SOFTWARE.
     21 
     22 #pragma once
     23 
     24 #if !_WIN32
     25 #error "This file is Windows-specific. On Unix, include async-unix.h instead."
     26 #endif
     27 
     28 // Include windows.h as lean as possible. (If you need more of the Windows API for your app,
     29 // #include windows.h yourself before including this header.)
     30 #include "win32-api-version.h"
     31 
     32 #include "async.h"
     33 #include "timer.h"
     34 #include "io.h"
     35 #include <atomic>
     36 #include <inttypes.h>
     37 
     38 #include <windows.h>
     39 #include "windows-sanity.h"
     40 
     41 namespace kj {
     42 
     43 class Win32EventPort: public EventPort {
     44   // Abstract base interface for EventPorts that can listen on Win32 event types. Due to the
     45   // absurd complexity of the Win32 API, it's not possible to standardize on a single
     46   // implementation of EventPort. In particular, there is no way for a single thread to use I/O
     47   // completion ports (the most efficient way of handling I/O) while at the same time waiting for
     48   // signalable handles or UI messages.
     49   //
     50   // Note that UI messages are not supported at all by this interface because the message queue
     51   // is implemented by user32.dll and we want libkj to depend only on kernel32.dll. A separate
     52   // compat library could provide a Win32EventPort implementation that works with the UI message
     53   // queue.
     54 
     55 public:
     56   // ---------------------------------------------------------------------------
     57   // overlapped I/O
     58 
     59   struct IoResult {
     60     DWORD errorCode;
     61     DWORD bytesTransferred;
     62   };
     63 
     64   class IoOperation {
     65   public:
     66     virtual LPOVERLAPPED getOverlapped() = 0;
     67     // Gets the OVERLAPPED structure to pass to the Win32 I/O call. Do NOT modify it; just pass it
     68     // on.
     69 
     70     virtual Promise<IoResult> onComplete() = 0;
     71     // After making the Win32 call, if the return value indicates that the operation was
     72     // successfully queued (i.e. the completion event will definitely occur), call this to wait
     73     // for completion.
     74     //
     75     // You MUST call this if the operation was successfully queued, and you MUST NOT call this
     76     // otherwise. If the Win32 call failed (without queuing any operation or event) then you should
     77     // simply drop the IoOperation object.
     78     //
     79     // Dropping the returned Promise cancels the operation via Win32's CancelIoEx(). The destructor
     80     // will wait for the cancellation to complete, such that after dropping the proimse it is safe
     81     // to free the buffer that the operation was reading from / writing to.
     82     //
     83     // You may safely drop the `IoOperation` while still waiting for this promise. You may not,
     84     // however, drop the `IoObserver`.
     85   };
     86 
     87   class IoObserver {
     88   public:
     89     virtual Own<IoOperation> newOperation(uint64_t offset) = 0;
     90     // Begin an I/O operation. For file operations, `offset` is the offset within the file at
     91     // which the operation will start. For stream operations, `offset` is ignored.
     92   };
     93 
     94   virtual Own<IoObserver> observeIo(HANDLE handle) = 0;
     95   // Given a handle which supports overlapped I/O, arrange to receive I/O completion events via
     96   // this EventPort.
     97   //
     98   // Different Win32EventPort implementations may handle this in different ways, such as by using
     99   // completion routines (APCs) or by using I/O completion ports. The caller should not assume
    100   // any particular technique.
    101   //
    102   // WARNING: It is only safe to call observeIo() on a particular handle once during its lifetime.
    103   //   You cannot observe the same handle from multiple Win32EventPorts, even if not at the same
    104   //   time. This is because the Win32 API provides no way to disassociate a handle from an I/O
    105   //   completion port once it is associated.
    106 
    107   // ---------------------------------------------------------------------------
    108   // signalable handles
    109   //
    110   // Warning: Due to limitations in the Win32 API, implementations of EventPort may be forced to
    111   //   spawn additional threads to wait for signaled objects. This is necessary if the EventPort
    112   //   implementation is based on I/O completion ports, or if you need to wait on more than 64
    113   //   handles at once.
    114 
    115   class SignalObserver {
    116   public:
    117     virtual Promise<void> onSignaled() = 0;
    118     // Returns a promise that completes the next time the handle enters the signaled state.
    119     //
    120     // Depending on the type of handle, the handle may automatically be reset to a non-signaled
    121     // state before the promise resolves. The underlying implementaiton uses WaitForSingleObject()
    122     // or an equivalent wait call, so check the documentation for that to understand the semantics.
    123     //
    124     // If the handle is a mutex and it is abandoned without being unlocked, the promise breaks with
    125     // an exception.
    126 
    127     virtual Promise<bool> onSignaledOrAbandoned() = 0;
    128     // Like onSignaled(), but instead of throwing when a mutex is abandoned, resolves to `true`.
    129     // Resolves to `false` for non-abandoned signals.
    130   };
    131 
    132   virtual Own<SignalObserver> observeSignalState(HANDLE handle) = 0;
    133   // Given a handle that supports waiting for it to become "signaled" via WaitForSingleObject(),
    134   // return an object that can wait for this state using the EventPort.
    135 
    136   // ---------------------------------------------------------------------------
    137   // APCs
    138 
    139   virtual void allowApc() = 0;
    140   // If this is ever called, the Win32EventPort will switch modes so that APCs can be scheduled
    141   // on the thread, e.g. through the Win32 QueueUserAPC() call. In the future, this may be enabled
    142   // by default. However, as of this writing, Wine does not support the necessary
    143   // GetQueuedCompletionStatusEx() call, thus allowApc() breaks Wine support. (Tested on Wine
    144   // 1.8.7.)
    145   //
    146   // If the event port implementation can't support APCs for some reason, this throws.
    147 
    148   // ---------------------------------------------------------------------------
    149   // time
    150 
    151   virtual Timer& getTimer() = 0;
    152 };
    153 
    154 class Win32WaitObjectThreadPool {
    155   // Helper class that implements Win32EventPort::observeSignalState() by spawning additional
    156   // threads as needed to perform the actual waiting.
    157   //
    158   // This class is intended to be used to assist in building Win32EventPort implementations.
    159 
    160 public:
    161   Win32WaitObjectThreadPool(uint mainThreadCount = 0);
    162   // `mainThreadCount` indicates the number of objects the main thread is able to listen on
    163   // directly. Typically this would be zero (e.g. if the main thread watches an I/O completion
    164   // port) or MAXIMUM_WAIT_OBJECTS (e.g. if the main thread is a UI thread but can use
    165   // MsgWaitForMultipleObjectsEx() to wait on some handles at the same time as messages).
    166 
    167   Own<Win32EventPort::SignalObserver> observeSignalState(HANDLE handle);
    168   // Implemetns Win32EventPort::observeSignalState().
    169 
    170   uint prepareMainThreadWait(HANDLE* handles[]);
    171   // Call immediately before invoking WaitForMultipleObjects() or similar in the main thread.
    172   // Fills in `handles` with the handle pointers to wait on, and returns the number of handles
    173   // in this array. (The array should be allocated to be at least the size passed to the
    174   // constructor).
    175   //
    176   // There's no need to call this if `mainThreadCount` as passed to the constructor was zero.
    177 
    178   bool finishedMainThreadWait(DWORD returnCode);
    179   // Call immediately after invoking WaitForMultipleObjects() or similar in the main thread,
    180   // passing the value returend by that call. Returns true if the event indicated by `returnCode`
    181   // has been handled (i.e. it was WAIT_OBJECT_n or WAIT_ABANDONED_n where n is in-range for the
    182   // last call to prepareMainThreadWait()).
    183 };
    184 
    185 class Win32IocpEventPort final: public Win32EventPort {
    186   // An EventPort implementation which uses Windows I/O completion ports to listen for events.
    187   //
    188   // With this implementation, observeSignalState() requires spawning a separate thread.
    189 
    190 public:
    191   Win32IocpEventPort();
    192   ~Win32IocpEventPort() noexcept(false);
    193 
    194   // implements EventPort ------------------------------------------------------
    195   bool wait() override;
    196   bool poll() override;
    197   void wake() const override;
    198 
    199   // implements Win32IocpEventPort ---------------------------------------------
    200   Own<IoObserver> observeIo(HANDLE handle) override;
    201   Own<SignalObserver> observeSignalState(HANDLE handle) override;
    202   Timer& getTimer() override { return timerImpl; }
    203   void allowApc() override { isAllowApc = true; }
    204 
    205 private:
    206   class IoPromiseAdapter;
    207   class IoOperationImpl;
    208   class IoObserverImpl;
    209 
    210   const MonotonicClock& clock;
    211 
    212   AutoCloseHandle iocp;
    213   AutoCloseHandle thread;
    214   Win32WaitObjectThreadPool waitThreads;
    215   TimerImpl timerImpl;
    216   mutable std::atomic<bool> sentWake {false};
    217   bool isAllowApc = false;
    218 
    219   void waitIocp(DWORD timeoutMs);
    220   // Wait on the I/O completion port for up to timeoutMs and pump events. Does not advance the
    221   // timer; caller must do that.
    222 
    223   bool receivedWake();
    224 
    225   static AutoCloseHandle newIocpHandle();
    226   static AutoCloseHandle openCurrentThread();
    227 };
    228 
    229 } // namespace kj