| // Copyright 2020, The Android Open Source Project |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| //! This module implements the handling of async tasks. |
| //! The worker thread has a high priority and a low priority queue. Adding a job to either |
| //! will cause one thread to be spawned if none exists. As a compromise between performance |
| //! and resource consumption, the thread will linger for about 30 seconds after it has |
| //! processed all tasks before it terminates. |
| //! Note that low priority tasks are processed only when the high priority queue is empty. |
| |
| use std::time::Duration; |
| use std::{ |
| collections::VecDeque, |
| sync::Arc, |
| sync::{Condvar, Mutex, MutexGuard}, |
| thread, |
| }; |
| |
| #[derive(Debug, PartialEq, Eq)] |
| enum State { |
| Exiting, |
| Running, |
| } |
| |
| struct AsyncTaskState { |
| state: State, |
| thread: Option<thread::JoinHandle<()>>, |
| hi_prio_req: VecDeque<Box<dyn FnOnce() + Send>>, |
| lo_prio_req: VecDeque<Box<dyn FnOnce() + Send>>, |
| } |
| |
| /// AsyncTask spawns one worker thread on demand to process jobs inserted into |
| /// a low and a high priority work queue. |
| pub struct AsyncTask { |
| state: Arc<(Condvar, Mutex<AsyncTaskState>)>, |
| } |
| |
| impl Default for AsyncTask { |
| fn default() -> Self { |
| Self { |
| state: Arc::new(( |
| Condvar::new(), |
| Mutex::new(AsyncTaskState { |
| state: State::Exiting, |
| thread: None, |
| hi_prio_req: VecDeque::new(), |
| lo_prio_req: VecDeque::new(), |
| }), |
| )), |
| } |
| } |
| } |
| |
| impl AsyncTask { |
| /// Adds a job to the high priority queue. High priority jobs are completed before |
| /// low priority jobs and can also overtake low priority jobs. But they cannot |
| /// preempt them. |
| pub fn queue_hi<F>(&self, f: F) |
| where |
| F: FnOnce() + Send + 'static, |
| { |
| self.queue(f, true) |
| } |
| |
| /// Adds a job to the low priority queue. Low priority jobs are completed after |
| /// high priority. And they are not executed as long as high priority jobs are |
| /// present. Jobs always run to completion and are never preempted by high |
| /// priority jobs. |
| pub fn queue_lo<F>(&self, f: F) |
| where |
| F: FnOnce() + Send + 'static, |
| { |
| self.queue(f, false) |
| } |
| |
| fn queue<F>(&self, f: F, hi_prio: bool) |
| where |
| F: FnOnce() + Send + 'static, |
| { |
| let (ref condvar, ref state) = *self.state; |
| let mut state = state.lock().unwrap(); |
| if hi_prio { |
| state.hi_prio_req.push_back(Box::new(f)); |
| } else { |
| state.lo_prio_req.push_back(Box::new(f)); |
| } |
| |
| if state.state != State::Running { |
| self.spawn_thread(&mut state); |
| } |
| drop(state); |
| condvar.notify_all(); |
| } |
| |
| fn spawn_thread(&self, state: &mut MutexGuard<AsyncTaskState>) { |
| if let Some(t) = state.thread.take() { |
| t.join().expect("AsyncTask panicked."); |
| } |
| |
| let cloned_state = self.state.clone(); |
| |
| state.thread = Some(thread::spawn(move || { |
| let (ref condvar, ref state) = *cloned_state; |
| loop { |
| if let Some(f) = { |
| let (mut state, timeout) = condvar |
| .wait_timeout_while( |
| state.lock().unwrap(), |
| Duration::from_secs(30), |
| |state| state.hi_prio_req.is_empty() && state.lo_prio_req.is_empty(), |
| ) |
| .unwrap(); |
| match ( |
| state.hi_prio_req.pop_front(), |
| state.lo_prio_req.is_empty(), |
| timeout.timed_out(), |
| ) { |
| (Some(f), _, _) => Some(f), |
| (None, false, _) => state.lo_prio_req.pop_front(), |
| (None, true, true) => { |
| state.state = State::Exiting; |
| break; |
| } |
| (None, true, false) => None, |
| } |
| } { |
| f() |
| } |
| } |
| })); |
| state.state = State::Running; |
| } |
| } |