Files
Texture/Source/Details/ASMainSerialQueue.mm

87 lines
2.0 KiB
Plaintext

//
// 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 <AsyncDisplayKit/ASMainSerialQueue.h>
#import <AsyncDisplayKit/ASThread.h>
#import <AsyncDisplayKit/ASInternalHelpers.h>
@interface ASMainSerialQueue ()
{
ASDN::Mutex _serialQueueLock;
NSMutableArray *_blocks;
std::atomic<BOOL> _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<dispatch_block_t> *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