#ifndef foothreadmainloophfoo #define foothreadmainloophfoo /*** This file is part of PulseAudio. Copyright 2006 Lennart Poettering Copyright 2006 Pierre Ossman for Cendio AB PulseAudio is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. PulseAudio is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with PulseAudio; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. ***/ #include #include #include PA_C_DECL_BEGIN /** \page threaded_mainloop Threaded Main Loop * * \section overv_sec Overview * * The threaded main loop implementation is a special version of the primary * main loop implementation (see \ref mainloop). For the basic design, see * its documentation. * * The added feature in the threaded main loop is that it spawns a new thread * that runs the real main loop. This allows a synchronous application to use * the asynchronous API without risking to stall the PulseAudio library. * * \section creat_sec Creation * * A pa_threaded_mainloop object is created using pa_threaded_mainloop_new(). * This will only allocate the required structures though, so to use it the * thread must also be started. This is done through * pa_threaded_mainloop_start(), after which you can start using the main loop. * * \section destr_sec Destruction * * When the PulseAudio connection has been terminated, the thread must be * stopped and the resources freed. Stopping the thread is done using * pa_threaded_mainloop_stop(), which must be called without the lock (see * below) held. When that function returns, the thread is stopped and the * pa_threaded_mainloop object can be freed using pa_threaded_mainloop_free(). * * \section lock_sec Locking * * Since the PulseAudio API doesn't allow concurrent accesses to objects, * a locking scheme must be used to guarantee safe usage. The threaded main * loop API provides such a scheme through the functions * pa_threaded_mainloop_lock() and pa_threaded_mainloop_unlock(). * * The lock is recursive, so it's safe to use it multiple times from the same * thread. Just make sure you call pa_threaded_mainloop_unlock() the same * number of times you called pa_threaded_mainloop_lock(). * * The lock needs to be held whenever you call any PulseAudio function that * uses an object associated with this main loop. Make sure you do not hold * on to the lock more than necessary though, as the threaded main loop stops * while the lock is held. * * Example: * * \code * void my_check_stream_func(pa_threaded_mainloop *m, pa_stream *s) { * pa_stream_state_t state; * * pa_threaded_mainloop_lock(m); * * state = pa_stream_get_state(s); * * pa_threaded_mainloop_unlock(m); * * if (state == PA_STREAM_READY) * printf("Stream is ready!"); * else * printf("Stream is not ready!"); * } * \endcode * * \section cb_sec Callbacks * * Callbacks in PulseAudio are asynchronous, so they require extra care when * using them together with a threaded main loop. * * The easiest way to turn the callback based operations into synchronous * ones, is to simply wait for the callback to be called and continue from * there. This is the approach chosen in PulseAudio's threaded API. * * \subsection basic_subsec Basic callbacks * * For the basic case, where all that is required is to wait for the callback * to be invoked, the code should look something like this: * * Example: * * \code * static void my_drain_callback(pa_stream *s, int success, void *userdata) { * pa_threaded_mainloop *m; * * m = userdata; * assert(m); * * pa_threaded_mainloop_signal(m, 0); * } * * void my_drain_stream_func(pa_threaded_mainloop *m, pa_stream *s) { * pa_operation *o; * * pa_threaded_mainloop_lock(m); * * o = pa_stream_drain(s, my_drain_callback, m); * assert(o); * * while (pa_operation_get_state(o) == PA_OPERATION_RUNNING) * pa_threaded_mainloop_wait(m); * * pa_operation_unref(o); * * pa_threaded_mainloop_unlock(m); * } * \endcode * * The main function, my_drain_stream_func(), will wait for the callback to * be called using pa_threaded_mainloop_wait(). * * If your application is multi-threaded, then this waiting must be * done inside a while loop. The reason for this is that multiple * threads might be using pa_threaded_mainloop_wait() at the same * time. Each thread must therefore verify that it was its callback * that was invoked. Also the underlying OS synchronization primitives * are usually not free of spurious wake-ups, so a * pa_threaded_mainloop_wait() must be called within a loop even if * you have only one thread waiting. * * The callback, my_drain_callback(), indicates to the main function that it * has been called using pa_threaded_mainloop_signal(). * * As you can see, pa_threaded_mainloop_wait() may only be called with * the lock held. The same thing is true for pa_threaded_mainloop_signal(), * but as the lock is held before the callback is invoked, you do not have to * deal with that. * * The functions will not dead lock because the wait function will release * the lock before waiting and then regrab it once it has been signalled. * For those of you familiar with threads, the behaviour is that of a * condition variable. * * \subsection data_subsec Data callbacks * * For many callbacks, simply knowing that they have been called is * insufficient. The callback also receives some data that is desired. To * access this data safely, we must extend our example a bit: * * \code * static int *drain_result; * * static void my_drain_callback(pa_stream*s, int success, void *userdata) { * pa_threaded_mainloop *m; * * m = userdata; * assert(m); * * drain_result = &success; * * pa_threaded_mainloop_signal(m, 1); * } * * void my_drain_stream_func(pa_threaded_mainloop *m, pa_stream *s) { * pa_operation *o; * * pa_threaded_mainloop_lock(m); * * o = pa_stream_drain(s, my_drain_callback, m); * assert(o); * * while (pa_operation_get_state(o) == PA_OPERATION_RUNNING) * pa_threaded_mainloop_wait(m); * * pa_operation_unref(o); * * if (*drain_result) * printf("Success!"); * else * printf("Bitter defeat..."); * * pa_threaded_mainloop_accept(m); * * pa_threaded_mainloop_unlock(m); * } * \endcode * * The example is a bit silly as it would probably have been easier to just * copy the contents of success, but for larger data structures this can be * wasteful. * * The difference here compared to the basic callback is the value 1 passed * to pa_threaded_mainloop_signal() and the call to * pa_threaded_mainloop_accept(). What will happen is that * pa_threaded_mainloop_signal() will signal the main function and then wait. * The main function is then free to use the data in the callback until * pa_threaded_mainloop_accept() is called, which will allow the callback * to continue. * * Note that pa_threaded_mainloop_accept() must be called some time between * exiting the while loop and unlocking the main loop! Failure to do so will * result in a race condition. I.e. it is not ok to release the lock and * regrab it before calling pa_threaded_mainloop_accept(). * * \subsection async_subsec Asynchronous callbacks * * PulseAudio also has callbacks that are completely asynchronous, meaning * that they can be called at any time. The threaded main loop API provides * the locking mechanism to handle concurrent accesses, but nothing else. * Applications will have to handle communication from the callback to the * main program through its own mechanisms. * * The callbacks that are completely asynchronous are: * * \li State callbacks for contexts, streams, etc. * \li Subscription notifications */ /** \file * * A thread based event loop implementation based on pa_mainloop. The * event loop is run in a helper thread in the background. A few * synchronization primitives are available to access the objects * attached to the event loop safely. * * See also \subpage threaded_mainloop */ /** An opaque threaded main loop object */ typedef struct pa_threaded_mainloop pa_threaded_mainloop; /** Allocate a new threaded main loop object. You have to call * pa_threaded_mainloop_start() before the event loop thread starts * running. */ pa_threaded_mainloop *pa_threaded_mainloop_new(void); /** Free a threaded main loop object. If the event loop thread is * still running, terminate it with pa_threaded_mainloop_stop() * first. */ void pa_threaded_mainloop_free(pa_threaded_mainloop* m); /** Start the event loop thread. */ int pa_threaded_mainloop_start(pa_threaded_mainloop *m); /** Terminate the event loop thread cleanly. Make sure to unlock the * mainloop object before calling this function. */ void pa_threaded_mainloop_stop(pa_threaded_mainloop *m); /** Lock the event loop object, effectively blocking the event loop * thread from processing events. You can use this to enforce * exclusive access to all objects attached to the event loop. This * lock is recursive. This function may not be called inside the event * loop thread. Events that are dispatched from the event loop thread * are executed with this lock held. */ void pa_threaded_mainloop_lock(pa_threaded_mainloop *m); /** Unlock the event loop object, inverse of pa_threaded_mainloop_lock() */ void pa_threaded_mainloop_unlock(pa_threaded_mainloop *m); /** Wait for an event to be signalled by the event loop thread. You * can use this to pass data from the event loop thread to the main * thread in a synchronized fashion. This function may not be called * inside the event loop thread. Prior to this call the event loop * object needs to be locked using pa_threaded_mainloop_lock(). While * waiting the lock will be released. Immediately before returning it * will be acquired again. This function may spuriously wake up even * without pa_threaded_mainloop_signal() being called. You need to * make sure to handle that! */ void pa_threaded_mainloop_wait(pa_threaded_mainloop *m); /** Signal all threads waiting for a signalling event in * pa_threaded_mainloop_wait(). If wait_for_release is non-zero, do * not return before the signal was accepted by a * pa_threaded_mainloop_accept() call. While waiting for that condition * the event loop object is unlocked. */ void pa_threaded_mainloop_signal(pa_threaded_mainloop *m, int wait_for_accept); /** Accept a signal from the event thread issued with * pa_threaded_mainloop_signal(). This call should only be used in * conjunction with pa_threaded_mainloop_signal() with a non-zero * wait_for_accept value. */ void pa_threaded_mainloop_accept(pa_threaded_mainloop *m); /** Return the return value as specified with the main loop's * pa_mainloop_quit() routine. */ int pa_threaded_mainloop_get_retval(pa_threaded_mainloop *m); /** Return the main loop abstraction layer vtable for this main loop. * There is no need to free this object as it is owned by the loop * and is destroyed when the loop is freed. */ pa_mainloop_api* pa_threaded_mainloop_get_api(pa_threaded_mainloop*m); /** Returns non-zero when called from within the event loop thread. \since 0.9.7 */ int pa_threaded_mainloop_in_thread(pa_threaded_mainloop *m); PA_C_DECL_END #endif