You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
			
				
					235 lines
				
				9.9 KiB
			
		
		
			
		
	
	
					235 lines
				
				9.9 KiB
			| 
								 
											6 years ago
										 
									 | 
							
								// 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_
							 |