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nearby/internal/platform/implementation/apple/timer.mm
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2025-07-28 18:21:49 -07:00

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// Copyright 2021 Google LLC
//
// 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
//
// https://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.
#import "internal/platform/implementation/apple/timer.h"
#include <utility>
#include "absl/synchronization/mutex.h"
#import "internal/platform/implementation/apple/Log/GNCLogger.h"
#include "internal/platform/implementation/timer.h"
// The leeway parameter is a hint from the application as to the amount of time, in nanoseconds, up
// to which the system can defer the timer to align with other system activity for improved system
// performance or power consumption. For example, an application might perform a periodic task every
// 5 minutes, with a leeway of up to 30 seconds. Note that some latency is to be expected for all
// timers, even when a leeway value of zero is specified.
uint64_t const GNCTimerLeewayInNanoseconds = 0;
namespace nearby {
namespace apple {
Timer::~Timer() { Stop(); }
bool Timer::Create(int delay, int interval, absl::AnyInvocable<void()> callback) {
if (delay < 0 || interval < 0) {
GNCLoggerError(@"Delay and interval must be positive or zero.");
return false;
}
absl::MutexLock lock(&mutex_);
if (timer_ != nullptr) {
GNCLoggerError(@"Timer has already started.");
return false;
}
uint64_t delayInNanoseconds = delay * NSEC_PER_MSEC;
// If `interval` is 0, it means we only want the timer to fire once. We map this to
// `DISPATCH_TIME_FOREVER` to have this effect.
uint64_t intervalInNanoseconds = interval == 0 ? DISPATCH_TIME_FOREVER : interval * NSEC_PER_MSEC;
callback_ = std::move(callback);
// Run the timer on a background queue to avoid deadlocking the main thread,
// which may be blocked waiting for a future to complete.
timer_ = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, /*handle=*/0, /*mask=*/0,
dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0));
dispatch_source_set_event_handler(timer_, ^{
absl::AnyInvocable<void()> callback_to_run = nullptr;
bool is_one_shot = (intervalInNanoseconds == DISPATCH_TIME_FOREVER);
{
absl::MutexLock lock(&mutex_);
// If Stop() was called concurrently, the callback will be null.
if (!callback_ || callback_running_) {
return;
}
callback_running_ = true;
if (is_one_shot && timer_ != nullptr) {
dispatch_source_cancel(timer_);
timer_ = nullptr;
}
callback_to_run = std::move(callback_);
}
if (callback_to_run) {
callback_to_run();
}
{
absl::MutexLock lock(&mutex_);
if (!is_one_shot && callback_to_run) {
// For periodic timers, move the callback back for the next run.
callback_ = std::move(callback_to_run);
}
callback_running_ = false;
condvar_.SignalAll();
}
});
dispatch_source_set_timer(timer_, dispatch_time(DISPATCH_TIME_NOW, delayInNanoseconds),
intervalInNanoseconds, GNCTimerLeewayInNanoseconds);
dispatch_resume(timer_);
return true;
}
bool Timer::Stop() {
absl::MutexLock lock(&mutex_);
if (timer_ != nullptr) {
dispatch_source_cancel(timer_);
timer_ = nullptr;
}
// Wait for a potentially running callback to finish before destroying it.
while (callback_running_) {
condvar_.Wait(&mutex_);
}
callback_ = nullptr;
return true;
}
bool Timer::FireNow() {
absl::AnyInvocable<void()> callback_to_run;
{
absl::MutexLock lock(&mutex_);
// Don't fire if there's no callback or if a callback is already in progress.
if (!callback_ || callback_running_) {
return false;
}
callback_running_ = true;
callback_to_run = std::move(callback_);
}
// Execute callback outside of the lock.
callback_to_run();
{
absl::MutexLock lock(&mutex_);
callback_ = std::move(callback_to_run);
callback_running_ = false;
condvar_.Signal(); // Notify Stop() if it's waiting.
}
return true;
}
} // namespace apple
} // namespace nearby