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EventBase.h
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EventBase.h
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/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* 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.
*/
#pragma once
#include <atomic>
#include <cerrno>
#include <cmath>
#include <cstdlib>
#include <functional>
#include <list>
#include <memory>
#include <queue>
#include <set>
#include <stack>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <boost/intrusive/list.hpp>
#include <glog/logging.h>
#include <folly/Executor.h>
#include <folly/Function.h>
#include <folly/Portability.h>
#include <folly/ScopeGuard.h>
#include <folly/Synchronized.h>
#include <folly/executors/DrivableExecutor.h>
#include <folly/executors/IOExecutor.h>
#include <folly/executors/ScheduledExecutor.h>
#include <folly/executors/SequencedExecutor.h>
#include <folly/experimental/ExecutionObserver.h>
#include <folly/io/async/AsyncTimeout.h>
#include <folly/io/async/HHWheelTimer.h>
#include <folly/io/async/Request.h>
#include <folly/io/async/TimeoutManager.h>
#include <folly/portability/Event.h>
#include <folly/synchronization/CallOnce.h>
namespace folly {
class EventBaseBackendBase;
using Cob = Func; // defined in folly/Executor.h
template <typename MessageT>
class NotificationQueue;
namespace detail {
class EventBaseLocalBase;
class EventBaseLocalBaseBase {
public:
virtual void onEventBaseDestruction(EventBase& evb) = 0;
virtual ~EventBaseLocalBaseBase() = default;
};
} // namespace detail
template <typename T>
class EventBaseLocal;
class EventBaseObserver {
public:
virtual ~EventBaseObserver() = default;
virtual uint32_t getSampleRate() const = 0;
virtual void loopSample(int64_t busyTime, int64_t idleTime) = 0;
};
// Helper class that sets and retrieves the EventBase associated with a given
// request via RequestContext. See Request.h for that mechanism.
class RequestEventBase : public RequestData {
public:
static EventBase* get() {
auto data = dynamic_cast<RequestEventBase*>(
RequestContext::get()->getContextData(kContextDataName));
if (!data) {
return nullptr;
}
return data->eb_;
}
static void set(EventBase* eb) {
RequestContext::get()->setContextData(
kContextDataName,
std::unique_ptr<RequestEventBase>(new RequestEventBase(eb)));
}
bool hasCallback() override {
return false;
}
private:
explicit RequestEventBase(EventBase* eb) : eb_(eb) {}
EventBase* eb_;
static constexpr const char* kContextDataName{"EventBase"};
};
class VirtualEventBase;
/**
* This class is a wrapper for all asynchronous I/O processing functionality
*
* EventBase provides a main loop that notifies EventHandler callback objects
* when I/O is ready on a file descriptor, and notifies AsyncTimeout objects
* when a specified timeout has expired. More complex, higher-level callback
* mechanisms can then be built on top of EventHandler and AsyncTimeout.
*
* A EventBase object can only drive an event loop for a single thread. To
* take advantage of multiple CPU cores, most asynchronous I/O servers have one
* thread per CPU, and use a separate EventBase for each thread.
*
* In general, most EventBase methods may only be called from the thread
* running the EventBase's loop. There are a few exceptions to this rule, for
* methods that are explicitly intended to allow communication with a
* EventBase from other threads. When it is safe to call a method from
* another thread it is explicitly listed in the method comments.
*/
class EventBase : public TimeoutManager,
public DrivableExecutor,
public IOExecutor,
public SequencedExecutor,
public ScheduledExecutor {
public:
friend class ScopedEventBaseThread;
using Func = folly::Function<void()>;
/**
* A callback interface to use with runInLoop()
*
* Derive from this class if you need to delay some code execution until the
* next iteration of the event loop. This allows you to schedule code to be
* invoked from the top-level of the loop, after your immediate callers have
* returned.
*
* If a LoopCallback object is destroyed while it is scheduled to be run in
* the next loop iteration, it will automatically be cancelled.
*/
class LoopCallback
: public boost::intrusive::list_base_hook<
boost::intrusive::link_mode<boost::intrusive::auto_unlink>> {
public:
virtual ~LoopCallback() = default;
virtual void runLoopCallback() noexcept = 0;
void cancelLoopCallback() {
context_.reset();
unlink();
}
bool isLoopCallbackScheduled() const {
return is_linked();
}
private:
typedef boost::intrusive::
list<LoopCallback, boost::intrusive::constant_time_size<false>>
List;
// EventBase needs access to LoopCallbackList (and therefore to hook_)
friend class EventBase;
friend class VirtualEventBase;
std::shared_ptr<RequestContext> context_;
};
class FunctionLoopCallback : public LoopCallback {
public:
explicit FunctionLoopCallback(Func&& function)
: function_(std::move(function)) {}
void runLoopCallback() noexcept override {
function_();
delete this;
}
private:
Func function_;
};
// Like FunctionLoopCallback, but saves one allocation. Use with caution.
//
// The caller is responsible for maintaining the lifetime of this callback
// until after the point at which the contained function is called.
class StackFunctionLoopCallback : public LoopCallback {
public:
explicit StackFunctionLoopCallback(Func&& function)
: function_(std::move(function)) {}
void runLoopCallback() noexcept override {
Func(std::move(function_))();
}
private:
Func function_;
};
// Base class for user callbacks to be run during EventBase destruction. As
// with LoopCallback, users may inherit from this class and provide a concrete
// implementation of onEventBaseDestruction(). (Alternatively, users may use
// the convenience method EventBase::runOnDestruction(Function<void()> f) to
// schedule a function f to be run on EventBase destruction.)
//
// The only thread-safety guarantees of OnDestructionCallback are as follows:
// - Users may call runOnDestruction() from any thread, provided the caller
// is the only user of the callback, i.e., the callback is not already
// scheduled and there are no concurrent calls to schedule or cancel the
// callback.
// - Users may safely cancel() from any thread. Multiple calls to cancel()
// may execute concurrently. The only caveat is that it is not safe to
// call cancel() within the onEventBaseDestruction() callback.
class OnDestructionCallback {
public:
OnDestructionCallback() = default;
OnDestructionCallback(OnDestructionCallback&&) = default;
OnDestructionCallback& operator=(OnDestructionCallback&&) = default;
virtual ~OnDestructionCallback();
// Attempt to cancel the callback. If the callback is running or has already
// finished running, cancellation will fail. If the callback is running when
// cancel() is called, cancel() will block until the callback completes.
bool cancel();
// Callback to be invoked during ~EventBase()
virtual void onEventBaseDestruction() noexcept = 0;
private:
boost::intrusive::list_member_hook<
boost::intrusive::link_mode<boost::intrusive::normal_link>>
listHook_;
Function<void(OnDestructionCallback&)> eraser_;
Synchronized<bool> scheduled_{in_place, false};
using List = boost::intrusive::list<
OnDestructionCallback,
boost::intrusive::member_hook<
OnDestructionCallback,
decltype(listHook_),
&OnDestructionCallback::listHook_>>;
void schedule(
FunctionRef<void(OnDestructionCallback&)> linker,
Function<void(OnDestructionCallback&)> eraser);
friend class EventBase;
friend class VirtualEventBase;
protected:
virtual void runCallback() noexcept;
};
class FunctionOnDestructionCallback : public OnDestructionCallback {
public:
explicit FunctionOnDestructionCallback(Function<void()> f)
: f_(std::move(f)) {}
void onEventBaseDestruction() noexcept final {
f_();
}
protected:
void runCallback() noexcept override {
OnDestructionCallback::runCallback();
delete this;
}
private:
Function<void()> f_;
};
/**
* Create a new EventBase object.
*
* Same as EventBase(true), which constructs an EventBase that measures time,
* except that this also allows the timer granularity to be specified
*/
explicit EventBase(std::chrono::milliseconds tickInterval) : EventBase(true) {
intervalDuration_ = tickInterval;
}
/**
* Create a new EventBase object.
*
* Same as EventBase(true), which constructs an EventBase that measures time.
*/
EventBase() : EventBase(true) {}
/**
* Create a new EventBase object.
*
* @param enableTimeMeasurement Informs whether this event base should measure
* time. Disabling it would likely improve
* performance, but will disable some features
* that relies on time-measurement, including:
* observer, max latency and avg loop time.
*/
explicit EventBase(bool enableTimeMeasurement);
EventBase(const EventBase&) = delete;
EventBase& operator=(const EventBase&) = delete;
/**
* Create a new EventBase object that will use the specified libevent
* event_base object to drive the event loop.
*
* The EventBase will take ownership of this event_base, and will call
* event_base_free(evb) when the EventBase is destroyed.
*
* @param enableTimeMeasurement Informs whether this event base should measure
* time. Disabling it would likely improve
* performance, but will disable some features
* that relies on time-measurement, including:
* observer, max latency and avg loop time.
*/
explicit EventBase(event_base* evb, bool enableTimeMeasurement = true);
explicit EventBase(
std::unique_ptr<EventBaseBackendBase>&& evb,
bool enableTimeMeasurement = true);
~EventBase() override;
/**
* Runs the event loop.
*
* loop() will loop waiting for I/O or timeouts and invoking EventHandler
* and AsyncTimeout callbacks as their events become ready. loop() will
* only return when there are no more events remaining to process, or after
* terminateLoopSoon() has been called.
*
* loop() may be called again to restart event processing after a previous
* call to loop() or loopForever() has returned.
*
* Returns true if the loop completed normally (if it processed all
* outstanding requests, or if terminateLoopSoon() was called). If an error
* occurs waiting for events, false will be returned.
*/
bool loop();
/**
* Same as loop(), but doesn't wait for all keep-alive tokens to be released.
*/
[[deprecated("This should only be used in legacy unit tests")]] bool
loopIgnoreKeepAlive();
/**
* Wait for some events to become active, run them, then return.
*
* When EVLOOP_NONBLOCK is set in flags, the loop won't block if there
* are not any events to process.
*
* This is useful for callers that want to run the loop manually.
*
* Returns the same result as loop().
*/
bool loopOnce(int flags = 0);
/**
* Runs the event loop.
*
* loopForever() behaves like loop(), except that it keeps running even if
* when there are no more user-supplied EventHandlers or AsyncTimeouts
* registered. It will only return after terminateLoopSoon() has been
* called.
*
* This is useful for callers that want to wait for other threads to call
* runInEventBaseThread(), even when there are no other scheduled events.
*
* loopForever() may be called again to restart event processing after a
* previous call to loop() or loopForever() has returned.
*
* Throws a std::system_error if an error occurs.
*/
void loopForever();
/**
* Causes the event loop to exit soon.
*
* This will cause an existing call to loop() or loopForever() to stop event
* processing and return, even if there are still events remaining to be
* processed.
*
* It is safe to call terminateLoopSoon() from another thread to cause loop()
* to wake up and return in the EventBase loop thread. terminateLoopSoon()
* may also be called from the loop thread itself (for example, a
* EventHandler or AsyncTimeout callback may call terminateLoopSoon() to
* cause the loop to exit after the callback returns.) If the loop is not
* running, this will cause the next call to loop to terminate soon after
* starting. If a loop runs out of work (and so terminates on its own)
* concurrently with a call to terminateLoopSoon(), this may cause a race
* condition.
*
* Note that the caller is responsible for ensuring that cleanup of all event
* callbacks occurs properly. Since terminateLoopSoon() causes the loop to
* exit even when there are pending events present, there may be remaining
* callbacks present waiting to be invoked. If the loop is later restarted
* pending events will continue to be processed normally, however if the
* EventBase is destroyed after calling terminateLoopSoon() it is the
* caller's responsibility to ensure that cleanup happens properly even if
* some outstanding events are never processed.
*/
void terminateLoopSoon();
/**
* Adds the given callback to a queue of things run after the current pass
* through the event loop completes. Note that if this callback calls
* runInLoop() the new callback won't be called until the main event loop
* has gone through a cycle.
*
* This method may only be called from the EventBase's thread. This
* essentially allows an event handler to schedule an additional callback to
* be invoked after it returns.
*
* Use runInEventBaseThread() to schedule functions from another thread.
*
* The thisIteration parameter makes this callback run in this loop
* iteration, instead of the next one, even if called from a
* runInLoop callback (normal io callbacks that call runInLoop will
* always run in this iteration). This was originally added to
* support detachEventBase, as a user callback may have called
* terminateLoopSoon(), but we want to make sure we detach. Also,
* detachEventBase almost always must be called from the base event
* loop to ensure the stack is unwound, since most users of
* EventBase are not thread safe.
*
* Ideally we would not need thisIteration, and instead just use
* runInLoop with loop() (instead of terminateLoopSoon).
*/
void runInLoop(LoopCallback* callback, bool thisIteration = false);
/**
* Convenience function to call runInLoop() with a folly::Function.
*
* This creates a LoopCallback object to wrap the folly::Function, and invoke
* the folly::Function when the loop callback fires. This is slightly more
* expensive than defining your own LoopCallback, but more convenient in
* areas that aren't too performance sensitive.
*
* This method may only be called from the EventBase's thread. This
* essentially allows an event handler to schedule an additional callback to
* be invoked after it returns.
*
* Use runInEventBaseThread() to schedule functions from another thread.
*/
void runInLoop(Func c, bool thisIteration = false);
/**
* Adds the given callback to a queue of things run before destruction
* of current EventBase.
*
* This allows users of EventBase that run in it, but don't control it, to be
* notified before EventBase gets destructed.
*
* Note: will be called from the thread that invoked EventBase destructor,
* before the final run of loop callbacks.
*/
void runOnDestruction(OnDestructionCallback& callback);
/**
* Convenience function that allows users to pass in a Function<void()> to be
* run on EventBase destruction.
*/
void runOnDestruction(Func f);
/**
* Adds a callback that will run immediately *before* the event loop.
* This is very similar to runInLoop(), but will not cause the loop to break:
* For example, this callback could be used to get loop times.
*/
void runBeforeLoop(LoopCallback* callback);
/**
* Run the specified function in the EventBase's thread.
*
* This method is thread-safe, and may be called from another thread.
*
* If runInEventBaseThread() is called when the EventBase loop is not
* running, the function call will be delayed until the next time the loop is
* started.
*
* If the loop is terminated (and never later restarted) before it has a
* chance to run the requested function, the function will be run upon the
* EventBase's destruction.
*
* If two calls to runInEventBaseThread() are made from the same thread, the
* functions will always be run in the order that they were scheduled.
* Ordering between functions scheduled from separate threads is not
* guaranteed.
*
* @param fn The function to run. The function must not throw any
* exceptions.
* @param arg An argument to pass to the function.
*/
template <typename T>
void runInEventBaseThread(void (*fn)(T*), T* arg) noexcept;
/**
* Run the specified function in the EventBase's thread
*
* This version of runInEventBaseThread() takes a folly::Function object.
* Note that this may be less efficient than the version that takes a plain
* function pointer and void* argument, if moving the function is expensive
* (e.g., if it wraps a lambda which captures some values with expensive move
* constructors).
*
* If the loop is terminated (and never later restarted) before it has a
* chance to run the requested function, the function will be run upon the
* EventBase's destruction.
*
* The function must not throw any exceptions.
*/
void runInEventBaseThread(Func fn) noexcept;
/**
* Run the specified function in the EventBase's thread.
*
* This method is thread-safe, and may be called from another thread.
*
* If runInEventBaseThreadAlwaysEnqueue() is called when the EventBase loop is
* not running, the function call will be delayed until the next time the loop
* is started.
*
* If the loop is terminated (and never later restarted) before it has a
* chance to run the requested function, the function will be run upon the
* EventBase's destruction.
*
* If two calls to runInEventBaseThreadAlwaysEnqueue() are made from the same
* thread, the functions will always be run in the order that they were
* scheduled. Ordering between functions scheduled from separate threads is
* not guaranteed. If a call is made from the EventBase thread, the function
* will not be executed inline and will be queued to the same queue as if the
* call would have been made from a different thread
*
* @param fn The function to run. The function must not throw any
* exceptions.
* @param arg An argument to pass to the function.
*/
template <typename T>
void runInEventBaseThreadAlwaysEnqueue(void (*fn)(T*), T* arg) noexcept;
/**
* Run the specified function in the EventBase's thread
*
* This version of runInEventBaseThreadAlwaysEnqueue() takes a folly::Function
* object. Note that this may be less efficient than the version that takes a
* plain function pointer and void* argument, if moving the function is
* expensive (e.g., if it wraps a lambda which captures some values with
* expensive move constructors).
*
* If the loop is terminated (and never later restarted) before it has a
* chance to run the requested function, the function will be run upon the
* EventBase's destruction.
*
* The function must not throw any exceptions.
*/
void runInEventBaseThreadAlwaysEnqueue(Func fn) noexcept;
/*
* Like runInEventBaseThread, but the caller waits for the callback to be
* executed.
*/
template <typename T>
void runInEventBaseThreadAndWait(void (*fn)(T*), T* arg) noexcept;
/*
* Like runInEventBaseThread, but the caller waits for the callback to be
* executed.
*/
void runInEventBaseThreadAndWait(Func fn) noexcept;
/*
* Like runInEventBaseThreadAndWait, except if the caller is already in the
* event base thread, the functor is simply run inline.
*/
template <typename T>
void runImmediatelyOrRunInEventBaseThreadAndWait(
void (*fn)(T*),
T* arg) noexcept;
/*
* Like runInEventBaseThreadAndWait, except if the caller is already in the
* event base thread, the functor is simply run inline.
*/
void runImmediatelyOrRunInEventBaseThreadAndWait(Func fn) noexcept;
/**
* Set the maximum desired latency in us and provide a callback which will be
* called when that latency is exceeded.
* OBS: This functionality depends on time-measurement.
*/
void setMaxLatency(std::chrono::microseconds maxLatency, Func maxLatencyCob) {
assert(enableTimeMeasurement_);
maxLatency_ = maxLatency;
maxLatencyCob_ = std::move(maxLatencyCob);
}
/**
* Set smoothing coefficient for loop load average; # of milliseconds
* for exp(-1) (1/2.71828...) decay.
*/
void setLoadAvgMsec(std::chrono::milliseconds ms);
/**
* reset the load average to a desired value
*/
void resetLoadAvg(double value = 0.0);
/**
* Get the average loop time in microseconds (an exponentially-smoothed ave)
*/
double getAvgLoopTime() const {
assert(enableTimeMeasurement_);
return avgLoopTime_.get();
}
/**
* check if the event base loop is running.
*/
bool isRunning() const {
return loopThread_.load(std::memory_order_relaxed) != std::thread::id();
}
/**
* wait until the event loop starts (after starting the event loop thread).
*/
void waitUntilRunning();
size_t getNotificationQueueSize() const;
void setMaxReadAtOnce(uint32_t maxAtOnce);
/**
* Verify that current thread is the EventBase thread, if the EventBase is
* running.
*/
bool isInEventBaseThread() const {
auto tid = loopThread_.load(std::memory_order_relaxed);
return tid == std::thread::id() || tid == std::this_thread::get_id();
}
bool inRunningEventBaseThread() const {
return loopThread_.load(std::memory_order_relaxed) ==
std::this_thread::get_id();
}
/**
* Equivalent to CHECK(isInEventBaseThread()) (and assert/DCHECK for
* dcheckIsInEventBaseThread), but it prints more information on
* failure.
*/
void checkIsInEventBaseThread() const;
void dcheckIsInEventBaseThread() const {
if (kIsDebug) {
checkIsInEventBaseThread();
}
}
HHWheelTimer& timer() {
if (!wheelTimer_) {
wheelTimer_ = HHWheelTimer::newTimer(this, intervalDuration_);
}
return *wheelTimer_.get();
}
EventBaseBackendBase* getBackend() {
return evb_.get();
}
// --------- interface to underlying libevent base ------------
// Avoid using these functions if possible. These functions are not
// guaranteed to always be present if we ever provide alternative EventBase
// implementations that do not use libevent internally.
event_base* getLibeventBase() const;
static const char* getLibeventVersion();
static const char* getLibeventMethod();
/**
* only EventHandler/AsyncTimeout subclasses and ourselves should
* ever call this.
*
* This is used to mark the beginning of a new loop cycle by the
* first handler fired within that cycle.
*
*/
void bumpHandlingTime() final;
class SmoothLoopTime {
public:
explicit SmoothLoopTime(std::chrono::microseconds timeInterval)
: expCoeff_(-1.0 / timeInterval.count()), value_(0.0) {
VLOG(11) << "expCoeff_ " << expCoeff_ << " " << __PRETTY_FUNCTION__;
}
void setTimeInterval(std::chrono::microseconds timeInterval);
void reset(double value = 0.0);
void addSample(
std::chrono::microseconds total,
std::chrono::microseconds busy);
double get() const {
// Add the outstanding buffered times linearly, to avoid
// expensive exponentiation
auto lcoeff = buffer_time_.count() * -expCoeff_;
return value_ * (1.0 - lcoeff) + lcoeff * busy_buffer_.count();
}
void dampen(double factor) {
value_ *= factor;
}
private:
double expCoeff_;
double value_;
std::chrono::microseconds buffer_time_{0};
std::chrono::microseconds busy_buffer_{0};
std::size_t buffer_cnt_{0};
static constexpr std::chrono::milliseconds buffer_interval_{10};
};
void setObserver(const std::shared_ptr<EventBaseObserver>& observer) {
assert(enableTimeMeasurement_);
observer_ = observer;
}
const std::shared_ptr<EventBaseObserver>& getObserver() {
return observer_;
}
/**
* Setup execution observation/instrumentation for every EventHandler
* executed in this EventBase.
*
* @param executionObserver EventHandle's execution observer.
*/
void setExecutionObserver(ExecutionObserver* observer) {
executionObserver_ = observer;
}
/**
* Gets the execution observer associated with this EventBase.
*/
ExecutionObserver* getExecutionObserver() {
return executionObserver_;
}
/**
* Set the name of the thread that runs this event base.
*/
void setName(const std::string& name);
/**
* Returns the name of the thread that runs this event base.
*/
const std::string& getName();
/// Implements the Executor interface
void add(Cob fn) override {
runInEventBaseThread(std::move(fn));
}
/// Implements the DrivableExecutor interface
void drive() override {
++loopKeepAliveCount_;
SCOPE_EXIT {
--loopKeepAliveCount_;
};
loopOnce();
}
// Implements the ScheduledExecutor interface
void scheduleAt(Func&& fn, TimePoint const& timeout) override;
// TimeoutManager
void attachTimeoutManager(
AsyncTimeout* obj,
TimeoutManager::InternalEnum internal) final;
void detachTimeoutManager(AsyncTimeout* obj) final;
bool scheduleTimeout(AsyncTimeout* obj, TimeoutManager::timeout_type timeout)
final;
void cancelTimeout(AsyncTimeout* obj) final;
bool isInTimeoutManagerThread() final {
return isInEventBaseThread();
}
// Returns a VirtualEventBase attached to this EventBase. Can be used to
// pass to APIs which expect VirtualEventBase. This VirtualEventBase will be
// destroyed together with the EventBase.
//
// Any number of VirtualEventBases instances may be independently constructed,
// which are backed by this EventBase. This method should be only used if you
// don't need to manage the life time of the VirtualEventBase used.
folly::VirtualEventBase& getVirtualEventBase();
/// Implements the IOExecutor interface
EventBase* getEventBase() override;
static std::unique_ptr<EventBaseBackendBase> getDefaultBackend();
protected:
bool keepAliveAcquire() override {
if (inRunningEventBaseThread()) {
loopKeepAliveCount_++;
} else {
loopKeepAliveCountAtomic_.fetch_add(1, std::memory_order_relaxed);
}
return true;
}
void keepAliveRelease() override {
if (!inRunningEventBaseThread()) {
return add([this] { loopKeepAliveCount_--; });
}
loopKeepAliveCount_--;
}
private:
folly::VirtualEventBase* tryGetVirtualEventBase();
void applyLoopKeepAlive();
ssize_t loopKeepAliveCount();
/*
* Helper function that tells us whether we have already handled
* some event/timeout/callback in this loop iteration.
*/
bool nothingHandledYet() const noexcept;
typedef LoopCallback::List LoopCallbackList;
class FunctionRunner;
bool loopBody(int flags = 0, bool ignoreKeepAlive = false);
// executes any callbacks queued by runInLoop(); returns false if none found
bool runLoopCallbacks();
void initNotificationQueue();
// Tick granularity to wheelTimer_
std::chrono::milliseconds intervalDuration_{
HHWheelTimer::DEFAULT_TICK_INTERVAL};
// should only be accessed through public getter
HHWheelTimer::UniquePtr wheelTimer_;
LoopCallbackList loopCallbacks_;
LoopCallbackList runBeforeLoopCallbacks_;
Synchronized<OnDestructionCallback::List> onDestructionCallbacks_;
// This will be null most of the time, but point to currentCallbacks
// if we are in the middle of running loop callbacks, such that
// runInLoop(..., true) will always run in the current loop
// iteration.
LoopCallbackList* runOnceCallbacks_;
// stop_ is set by terminateLoopSoon() and is used by the main loop
// to determine if it should exit
std::atomic<bool> stop_;
// The ID of the thread running the main loop.
// std::thread::id{} if loop is not running.
std::atomic<std::thread::id> loopThread_;
// A notification queue for runInEventBaseThread() to use
// to send function requests to the EventBase thread.
std::unique_ptr<NotificationQueue<Func>> queue_;
std::unique_ptr<FunctionRunner> fnRunner_;
ssize_t loopKeepAliveCount_{0};
std::atomic<ssize_t> loopKeepAliveCountAtomic_{0};
bool loopKeepAliveActive_{false};
// limit for latency in microseconds (0 disables)
std::chrono::microseconds maxLatency_;
// exponentially-smoothed average loop time for latency-limiting
SmoothLoopTime avgLoopTime_;
// smoothed loop time used to invoke latency callbacks; differs from
// avgLoopTime_ in that it's scaled down after triggering a callback
// to reduce spamminess
SmoothLoopTime maxLatencyLoopTime_;
// callback called when latency limit is exceeded
Func maxLatencyCob_;
// Enables/disables time measurements in loopBody(). if disabled, the
// following functionality that relies on time-measurement, will not
// be supported: avg loop time, observer and max latency.
const bool enableTimeMeasurement_;
// Wrap-around loop counter to detect beginning of each loop
std::size_t nextLoopCnt_;
std::size_t latestLoopCnt_;
std::chrono::steady_clock::time_point startWork_;
// Prevent undefined behavior from invoking event_base_loop() reentrantly.
// This is needed since many projects use libevent-1.4, which lacks commit
// b557b175c00dc462c1fce25f6e7dd67121d2c001 from
// https://github.com/libevent/libevent/.
bool invokingLoop_{false};
// Observer to export counters
std::shared_ptr<EventBaseObserver> observer_;
uint32_t observerSampleCount_;
// EventHandler's execution observer.
ExecutionObserver* executionObserver_;
// Name of the thread running this EventBase
std::string name_;
// see EventBaseLocal
friend class detail::EventBaseLocalBase;
template <typename T>
friend class EventBaseLocal;
std::unordered_map<std::size_t, std::shared_ptr<void>> localStorage_;
std::unordered_set<detail::EventBaseLocalBaseBase*> localStorageToDtor_;
folly::once_flag virtualEventBaseInitFlag_;
std::unique_ptr<VirtualEventBase> virtualEventBase_;
// pointer to underlying backend class doing the heavy lifting
std::unique_ptr<EventBaseBackendBase> evb_;
};
template <typename T>
void EventBase::runInEventBaseThread(void (*fn)(T*), T* arg) noexcept {
return runInEventBaseThread([=] { fn(arg); });
}
template <typename T>
void EventBase::runInEventBaseThreadAlwaysEnqueue(
void (*fn)(T*),
T* arg) noexcept {
return runInEventBaseThreadAlwaysEnqueue([=] { fn(arg); });
}
template <typename T>
void EventBase::runInEventBaseThreadAndWait(void (*fn)(T*), T* arg) noexcept {
return runInEventBaseThreadAndWait([=] { fn(arg); });
}
template <typename T>
void EventBase::runImmediatelyOrRunInEventBaseThreadAndWait(
void (*fn)(T*),
T* arg) noexcept {
return runImmediatelyOrRunInEventBaseThreadAndWait([=] { fn(arg); });
}
} // namespace folly