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231 lines
9 KiB
C++
231 lines
9 KiB
C++
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// WARNING: You should probably be using Thread (thread.h) instead. Thread is
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// Chrome's message-loop based Thread abstraction, and if you are a
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// thread running in the browser, there will likely be assumptions
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// that your thread will have an associated message loop.
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//
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// This is a simple thread interface that backs to a native operating system
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// thread. You should use this only when you want a thread that does not have
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// an associated MessageLoop. Unittesting is the best example of this.
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//
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// The simplest interface to use is DelegateSimpleThread, which will create
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// a new thread, and execute the Delegate's virtual Run() in this new thread
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// until it has completed, exiting the thread.
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//
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// NOTE: You *MUST* call Join on the thread to clean up the underlying thread
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// resources. You are also responsible for destructing the SimpleThread object.
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// It is invalid to destroy a SimpleThread while it is running, or without
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// Start() having been called (and a thread never created). The Delegate
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// object should live as long as a DelegateSimpleThread.
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//
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// Thread Safety: A SimpleThread is not completely thread safe. It is safe to
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// access it from the creating thread or from the newly created thread. This
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// implies that the creator thread should be the thread that calls Join.
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//
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// Example:
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// class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
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// MyThreadRunner runner;
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// DelegateSimpleThread thread(&runner, "good_name_here");
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// thread.Start();
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// // Start will return after the Thread has been successfully started and
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// // initialized. The newly created thread will invoke runner->Run(), and
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// // run until it returns.
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// thread.Join(); // Wait until the thread has exited. You *MUST* Join!
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// // The SimpleThread object is still valid, however you may not call Join
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// // or Start again.
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#ifndef BASE_THREADING_SIMPLE_THREAD_H_
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#define BASE_THREADING_SIMPLE_THREAD_H_
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#include <stddef.h>
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#include <string>
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#include <vector>
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#include "base/base_export.h"
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#include "base/compiler_specific.h"
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#include "base/containers/queue.h"
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#include "base/macros.h"
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#include "base/synchronization/lock.h"
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#include "base/synchronization/waitable_event.h"
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#include "base/threading/platform_thread.h"
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namespace base {
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// This is the base SimpleThread. You can derive from it and implement the
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// virtual Run method, or you can use the DelegateSimpleThread interface.
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class BASE_EXPORT SimpleThread : public PlatformThread::Delegate {
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public:
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struct BASE_EXPORT Options {
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public:
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Options() = default;
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explicit Options(ThreadPriority priority_in) : priority(priority_in) {}
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~Options() = default;
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// Allow copies.
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Options(const Options& other) = default;
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Options& operator=(const Options& other) = default;
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// A custom stack size, or 0 for the system default.
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size_t stack_size = 0;
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ThreadPriority priority = ThreadPriority::NORMAL;
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// If false, the underlying thread's PlatformThreadHandle will not be kept
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// around and as such the SimpleThread instance will not be Join()able and
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// must not be deleted before Run() is invoked. After that, it's up to
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// the subclass to determine when it is safe to delete itself.
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bool joinable = true;
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};
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// Creates a SimpleThread. |options| should be used to manage any specific
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// configuration involving the thread creation and management.
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// Every thread has a name, which is a display string to identify the thread.
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// The thread will not be created until Start() is called.
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explicit SimpleThread(const std::string& name);
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SimpleThread(const std::string& name, const Options& options);
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~SimpleThread() override;
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// Starts the thread and returns only after the thread has started and
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// initialized (i.e. ThreadMain() has been called).
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void Start();
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// Joins the thread. If StartAsync() was used to start the thread, then this
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// first waits for the thread to start cleanly, then it joins.
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void Join();
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// Starts the thread, but returns immediately, without waiting for the thread
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// to have initialized first (i.e. this does not wait for ThreadMain() to have
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// been run first).
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void StartAsync();
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// Subclasses should override the Run method.
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virtual void Run() = 0;
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// Returns the thread id, only valid after the thread has started. If the
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// thread was started using Start(), then this will be valid after the call to
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// Start(). If StartAsync() was used to start the thread, then this must not
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// be called before HasBeenStarted() returns True.
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PlatformThreadId tid();
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// Returns True if the thread has been started and initialized (i.e. if
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// ThreadMain() has run). If the thread was started with StartAsync(), but it
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// hasn't been initialized yet (i.e. ThreadMain() has not run), then this will
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// return False.
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bool HasBeenStarted();
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// Returns True if Join() has ever been called.
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bool HasBeenJoined() const { return joined_; }
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// Returns true if Start() or StartAsync() has been called.
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bool HasStartBeenAttempted() { return start_called_; }
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// Overridden from PlatformThread::Delegate:
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void ThreadMain() override;
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private:
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// This is called just before the thread is started. This is called regardless
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// of whether Start() or StartAsync() is used to start the thread.
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virtual void BeforeStart() {}
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// This is called just after the thread has been initialized and just before
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// Run() is called. This is called on the newly started thread.
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virtual void BeforeRun() {}
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// This is called just before the thread is joined. The thread is started and
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// has been initialized before this is called.
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virtual void BeforeJoin() {}
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const std::string name_;
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const Options options_;
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PlatformThreadHandle thread_; // PlatformThread handle, reset after Join.
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WaitableEvent event_; // Signaled if Start() was ever called.
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PlatformThreadId tid_ = kInvalidThreadId; // The backing thread's id.
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bool joined_ = false; // True if Join has been called.
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// Set to true when the platform-thread creation has started.
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bool start_called_ = false;
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DISALLOW_COPY_AND_ASSIGN(SimpleThread);
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};
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// A SimpleThread which delegates Run() to its Delegate. Non-joinable
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// DelegateSimpleThread are safe to delete after Run() was invoked, their
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// Delegates are also safe to delete after that point from this class' point of
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// view (although implementations must of course make sure that Run() will not
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// use their Delegate's member state after its deletion).
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class BASE_EXPORT DelegateSimpleThread : public SimpleThread {
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public:
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class BASE_EXPORT Delegate {
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public:
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virtual ~Delegate() = default;
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virtual void Run() = 0;
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};
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DelegateSimpleThread(Delegate* delegate,
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const std::string& name_prefix);
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DelegateSimpleThread(Delegate* delegate,
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const std::string& name_prefix,
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const Options& options);
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~DelegateSimpleThread() override;
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void Run() override;
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private:
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Delegate* delegate_;
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DISALLOW_COPY_AND_ASSIGN(DelegateSimpleThread);
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};
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// DelegateSimpleThreadPool allows you to start up a fixed number of threads,
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// and then add jobs which will be dispatched to the threads. This is
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// convenient when you have a lot of small work that you want done
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// multi-threaded, but don't want to spawn a thread for each small bit of work.
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//
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// You just call AddWork() to add a delegate to the list of work to be done.
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// JoinAll() will make sure that all outstanding work is processed, and wait
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// for everything to finish. You can reuse a pool, so you can call Start()
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// again after you've called JoinAll().
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class BASE_EXPORT DelegateSimpleThreadPool
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: public DelegateSimpleThread::Delegate {
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public:
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typedef DelegateSimpleThread::Delegate Delegate;
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DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
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~DelegateSimpleThreadPool() override;
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// Start up all of the underlying threads, and start processing work if we
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// have any.
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void Start();
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// Make sure all outstanding work is finished, and wait for and destroy all
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// of the underlying threads in the pool.
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void JoinAll();
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// It is safe to AddWork() any time, before or after Start().
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// Delegate* should always be a valid pointer, NULL is reserved internally.
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void AddWork(Delegate* work, int repeat_count);
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void AddWork(Delegate* work) {
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AddWork(work, 1);
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}
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// We implement the Delegate interface, for running our internal threads.
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void Run() override;
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private:
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const std::string name_prefix_;
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int num_threads_;
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std::vector<DelegateSimpleThread*> threads_;
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base::queue<Delegate*> delegates_;
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base::Lock lock_; // Locks delegates_
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WaitableEvent dry_; // Not signaled when there is no work to do.
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DISALLOW_COPY_AND_ASSIGN(DelegateSimpleThreadPool);
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};
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} // namespace base
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#endif // BASE_THREADING_SIMPLE_THREAD_H_
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