gecko-dev/dom/cache/Feature.cpp

111 lines
2.5 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "mozilla/dom/cache/Feature.h"
#include "mozilla/dom/cache/ActorChild.h"
#include "WorkerPrivate.h"
namespace mozilla {
namespace dom {
namespace cache {
using mozilla::dom::workers::Terminating;
using mozilla::dom::workers::Status;
using mozilla::dom::workers::WorkerPrivate;
// static
already_AddRefed<Feature>
Feature::Create(WorkerPrivate* aWorkerPrivate)
{
MOZ_ASSERT(aWorkerPrivate);
RefPtr<Feature> feature = new Feature(aWorkerPrivate);
if (!aWorkerPrivate->AddFeature(feature)) {
return nullptr;
}
return feature.forget();
}
void
Feature::AddActor(ActorChild* aActor)
{
NS_ASSERT_OWNINGTHREAD(Feature);
MOZ_ASSERT(aActor);
MOZ_ASSERT(!mActorList.Contains(aActor));
mActorList.AppendElement(aActor);
// Allow an actor to be added after we've entered the Notifying case. We
// can't stop the actor creation from racing with out destruction of the
// other actors and we need to wait for this extra one to close as well.
// Signal it should destroy itself right away.
if (mNotified) {
aActor->StartDestroy();
}
}
void
Feature::RemoveActor(ActorChild* aActor)
{
NS_ASSERT_OWNINGTHREAD(Feature);
MOZ_ASSERT(aActor);
DebugOnly<bool> removed = mActorList.RemoveElement(aActor);
MOZ_ASSERT(removed);
MOZ_ASSERT(!mActorList.Contains(aActor));
}
bool
Feature::Notified() const
{
return mNotified;
}
bool
Feature::Notify(JSContext* aCx, Status aStatus)
{
NS_ASSERT_OWNINGTHREAD(Feature);
// When the service worker thread is stopped we will get Terminating,
// but nothing higher than that. We must shut things down at Terminating.
if (aStatus < Terminating || mNotified) {
return true;
}
mNotified = true;
// Start the asynchronous destruction of our actors. These will call back
// into RemoveActor() once the actor is destroyed.
for (uint32_t i = 0; i < mActorList.Length(); ++i) {
mActorList[i]->StartDestroy();
}
return true;
}
Feature::Feature(WorkerPrivate* aWorkerPrivate)
: mWorkerPrivate(aWorkerPrivate)
, mNotified(false)
{
MOZ_ASSERT(mWorkerPrivate);
}
Feature::~Feature()
{
NS_ASSERT_OWNINGTHREAD(Feature);
MOZ_ASSERT(mActorList.IsEmpty());
mWorkerPrivate->RemoveFeature(this);
}
} // namespace cache
} // namespace dom
} // namespace mozilla