// // ASMainSerialQueue.mm // Texture // // Copyright (c) 2014-present, Facebook, Inc. All rights reserved. // This source code is licensed under the BSD-style license found in the // LICENSE file in the /ASDK-Licenses directory of this source tree. An additional // grant of patent rights can be found in the PATENTS file in the same directory. // // Modifications to this file made after 4/13/2017 are: Copyright (c) 2017-present, // Pinterest, Inc. 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 // #import #import #import @interface ASMainSerialQueue () { ASDN::Mutex _serialQueueLock; NSMutableArray *_blocks; std::atomic _scheduledOnMainQueue; } @end @implementation ASMainSerialQueue - (instancetype)init { if (!(self = [super init])) { return nil; } _blocks = [[NSMutableArray alloc] init]; return self; } - (void)performBlockOnMainThread:(dispatch_block_t)block { { ASDN::MutexLocker l(_serialQueueLock); [_blocks addObject:block]; } // Schedule a flush if needed. if (!_scheduledOnMainQueue.exchange(YES)) { ASPerformBlockOnMainThread(^{ _scheduledOnMainQueue = NO; [self runBlocks]; }); } } - (void)runBlocks { ASDisplayNodeAssertMainThread(); while (true) { // Grab all our blocks and run them, repeat until none are enqueued. NSArray *batch; { ASDN::MutexLocker l(_serialQueueLock); if (_blocks.count == 0) { break; } batch = _blocks; _blocks = [[NSMutableArray alloc] init]; } for (dispatch_block_t block in batch) { block(); } } } - (NSString *)description { return [[super description] stringByAppendingFormat:@" Blocks: %@", _blocks]; } @end