Session sharing is not working from privileged class in os x - swift

I'm working on an os x app that deals with the user keychain in mac os.
I have a Singleton class that manages the session data, and a privileged mechanism(which doesn't have any GUI). I want to share the data from the privileged class through Singleton object. But it's not working.
Here is my code sample
The Privileged Class:
class ReadKeychain: AuthorizationContext {
#objc func run(){
var singletonObj = SingletonState.shared
singletonObj.oktaAuthenticationStatus = status
}
}
And The singleton class object:
class SingletonState {
static let shared = SingletonState()
private init(){}
private let internalQueue = DispatchQueue(label: "com.tecmfa.singletonstateinternal.queue",
qos: .default,
attributes: .concurrent)
private struct _oktaAuthentication
{
var status: String?
}
private var OktaAuthStatus = _oktaAuthentication()
/// oktaAuthentication reference
var oktaAuthenticationStatus: String {
get {
return internalQueue.sync {
return OktaAuthStatus.status!
}
}
set (newStatus) {
internalQueue.async(flags: .barrier) {
self.OktaAuthStatus.status = newStatus
}
}
}
}
And it is working fine if I declare the class as unprivileged
But I need it to be privileged

Not sure if it’s related to the issue, but.
You've got a potential force-unwrap-induced crash here.
It happens when the value for oktaAuthenticationStatus hasn't yet been set, but already gets read. I suggest you change the type of this variable to optional and remove the force-unwrap:
var oktaAuthenticationStatus: String? {
get {
return internalQueue.sync {
return OktaAuthStatus.status
}
}
set (newStatus) {
internalQueue.async(flags: .barrier) {
self.OktaAuthStatus.status = newStatus
}
}
}
Or better yet, if you have a small number of statuses, make it an enum and add an option like .none for it to be the default value. Then the variable won't be optional.

Related

How to globally store a User Class instance in Swift

I have been coding in swift for a short time now and wish to create my first, properly complete application. My application starts with a UITabController (after the logging in part which I have implemented) will come with a "profile" page, where the user can update information about themselves (username etc).
I have therefore created a User class which holds this information and will in the future, communicate with a server to update the users information.
I only want one User class object to be instantiated throughout the application (yet still accessible everywhere) as only one user can be logged in on the phone, what is considered the best practice to do so? It may also be worth noting that the log in section will remember a user is logged in so they won't have to re-log in (using user defaults Boolean for isLoggedIn)
I was thinking about making the User class as a singleton, or somehow making the class instance global (although I am pretty sure making it global isn't great).
Or is there a way to make the instance accessible for every view controller placed in a UITabController class if I create the User class in the tab controller class? What do you recommend?
Thanks all!
This is how I use a single object for user data that both is available in any view controller I want but also allows for the saving of data. This utilizes Realm for swift for saving data. To call the data you just create the variable let user = User.getCurrentUser()
class User: Object, Decodable {
#objc dynamic var firstName: String? = ""
#objc dynamic var lastName: String? = ""
#objc dynamic var email: String = ""
#objc dynamic var signedIn: Bool = false
override static func primaryKey() -> String? {
return "email"
}
private enum CodingKeys: String, CodingKey {
case email
case firstName
case lastName
}
}
extension User {
func updateUser(block: (User) -> ()) {
let realm = UserRealm.create()
try? realm.write {
block(self)
}
static func getCurrentUser() -> User? {
let realm = UserRealm.create()
return realm.objects(User.self).filter("signedIn == %#", true).first
}
}
fileprivate let currentSchema: UInt64 = 104
struct UserRealm {
static func create() -> Realm {
do {
return try Realm(configuration: config)
} catch {
print(error)
fatalError("Creating User Realm Failed")
}
}
static var config: Realm.Configuration {
let url = Realm.Configuration().fileURL!.deletingLastPathComponent().appendingPathComponent("Users.realm")
return Realm.Configuration(fileURL: url,
schemaVersion: currentSchema, migrationBlock: { migration, oldSchema in
print("Old Schema version =", oldSchema)
print("Current schema version =", currentSchema)
print("")
if oldSchema < currentSchema {
}
}, shouldCompactOnLaunch: { (totalBytes, usedBytes) -> Bool in
let oneHundredMB = 100 * 1024 * 1024
return (totalBytes > oneHundredMB) && (Double(usedBytes) / Double(totalBytes)) < 0.5
})
}
}

How to Unit-Test with global structs?

It is clear for me that in a UnitTest you
generate an input property
pass this property to the method you want to test
Compare the results with your expected results
However, what if you have a global struct with e.g. the game xp and game level which has private setters and can't be modified. I automatically load this data from the UserDefaults when the app starts. How can you test methods that access that global struct, when you can not alter the input?
Example:
import UIKit
//Global struct with private data
struct GameStatus {
private(set) static var xp: Int = 0
private(set) static var level: Int = 0
/// Holds all winning states
enum MyGameStatus {
case hasNotYetWon
case hasWon
}
/// Today's game state of the user against ISH
static var todaysGameStatus: MyGameStatus {
if xp >= 100 {
return .hasWon
} else {
return .hasNotYetWon
}
}
func restoreXpAndLevel() {
// reads UserData value
}
func increaseXp(for: Int) {
//...
}
}
// class with methods to test
class LevelView: UIView {
enum LevelState {
case showStart
case showCountdown
case showFinalCuontdown
}
var state: LevelState {
if GameStatus.xp > 95 {
return .showFinalCuontdown
} else if GameStatus.xp > 90 {
return .showCountdown
}
return .showStart
}
//...configurations depending on the level
}
First, LevelView looks like it has too much logic in it. The point of a view is to display model data. It's not to include business logic like GameStatus.xp > 95. That should be done elsewhere and set into the view.
Next, why is GameStatus static? This is just complicating this. Pass the GameStatus to the view when it changes. That's the job of the view controller. Views just draw stuff. If anything is really unit-testable in your view, it probably shouldn't be in a view.
Finally, the piece that you're struggling with is the user defaults. So extract that piece into a generic GameStorage.
protocol GameStorage {
var xp: Int { get set }
var level: Int { get set }
}
Now make UserDefaults a GameStorage:
extension UserDefaults: GameStorage {
var xp: Int {
get { /* Read from UserDefaults */ return ... }
set { /* Write to UserDefaults */ }
}
var level: Int {
get { /* Read from UserDefaults */ return ... }
set { /* Write to UserDefaults */ }
}
}
And for testing, create a static one:
struct StaticGameStorage: GameStorage {
var xp: Int
var level: Int
}
Now when you create a GameStatus, pass it storage. But you can give that a default value, so you don't have to pass it all the time
class GameStatus {
private var storage: GameStorage
// A default parameter means you don't have to pass it normally, but you can
init(storage: GameStorage = UserDefaults.standard) {
self.storage = storage
}
With that, xp and level can just pass through to storage. No need for a special "load the storage now" step.
private(set) var xp: Int {
get { return storage.xp }
set { storage.xp = newValue }
}
private(set) var level: Int {
get { return storage.level }
set { storage.level = newValue }
}
EDIT: I made a change here from GameStatus being a struct to a class. That's because GameStatus lacks value semantics. If there are two copies of GameStatus, and you modify one of them, the other may change, too (because they both write to UserDefaults). A struct without value semantics is dangerous.
It's possible to regain value semantics, and it's worth considering. For example, instead of passing through xp and level to the storage, you could go back to your original design that has an explicit "restore" step that loads from storage (and I assume a "save" step that writes to storage). Then GameStatus would be an appropriate struct.
I'd also extract LevelState so that you can more easily test it and it captures the business logic outside of the view.
enum LevelState {
case showStart
case showCountdown
case showFinalCountDown
init(xp: Int) {
if xp > 95 {
self = .showFinalCountDown
} else if xp > 90 {
self = .showCountdown
}
self = .showStart
}
}
If this is only ever used by this one view, it's fine to nest it. Just don't make it private. You can test LevelView.LevelState without having to do anything with LevelView itself.
And then you can update the view's GameStatus as you need to:
class LevelView: UIView {
var gameStatus: GameStatus? {
didSet {
// Refresh the view with the new status
}
}
var state: LevelState {
guard let xp = gameStatus?.xp else { return .showStart }
return LevelState(xp: xp)
}
//...configurations depending on the level
}
Now the view itself doesn't need logic testing. You might do image-based testing to make sure it draws correctly given different inputs, but that's completely end-to-end. All the logic is simple and testable. You can test GameStatus and LevelState without UIKit at all by passing a StaticGameStorage to GameStatus.
The solution is Dependency Injection!
You can create a Persisting protocol and a facade class to interact with the user defaults
protocol Persisting {
func getObject(key: String) -> Any?
func persist(value: Any, key: String)
}
final class Persist: Persisting {
func getObject(key: String) -> Any? {
return UserDefaults.standard.object(forKey: key)
}
func persist(object: Any, key: String) {
UserDefaults.standard.set(value: object, forKey: key)
}
}
class MockPersist: Persisting {
// this is set from the test
var mockObjectToReturn: Any?
func getObject(key: String) -> Any? {
return mockObjectToReturn
}
var didCallPersistObject: (Any?, String)
func persist(object: Any, key: String) {
didCallPersistObject.0 = object
didCallPersistObject.1 = key
}
}
And now on you struct, you gonna need to inject this a var of type Persisting.
When testing you gonna need to inject the MockPersist and assert against the vars defined on the MockPersist class.
Hope this helps

Best approach to create manager in Swift using singleton pattern

I have two examples of simple manager in our application.
enum SomeStatus {
case none
case inProgress
}
class SomeManager {
static let shared = SomeManager()
private var _status: SomeStatus = .none
var status: SomeStatus {
get { return _status }
}
func changeStatus(to status: SomeStatus) {
_status = status
}
}
let manager = SomeManager.shared
print (manager.status)
// none
manager.changeStatus(to: .inProgress)
print (manager.status)
// inProgress
In this example I hide possibility to change status outside our manager with directly assign status variable. Anyway looks good.
But we can do this another way
class SomeManager {
private static let shared = SomeManager()
private var _status: SomeStatus = .none
static var status: SomeStatus {
get { return shared._status }
}
static func changeStatus(to status: SomeStatus) {
shared._status = status
}
}
print (SomeManager.status)
// none
SomeManager.changeStatus(to: .inProgress)
print (SomeManager.status)
// inProgress
The point to show how we can hide shared instance at all, but using same pattern of singleton
So, the question is, what is best performance/approach to use cases in example?

How to implement a Thread Safe HashTable (PhoneBook) Data Structure in Swift?

I am trying to implement a Thread-Safe PhoneBook object. The phone book should be able to add a person, and look up a person based on their name and phoneNumber. From an implementation perspective this simply involves two hash tables, one associating name -> Person and another associating phone# -> Person.
The caveat is I want this object to be threadSafe. This means I would like to be able to support concurrent lookups in the PhoneBook while ensuring only one thread can add a Person to the PhoneBook at a time. This is the basic reader-writers problem, and I am trying to solve this using GrandCentralDispatch and dispatch barriers. I am struggling to solve this though as I am running into issues.. Below is my Swift playground code:
//: Playground - noun: a place where people can play
import UIKit
import PlaygroundSupport
PlaygroundPage.current.needsIndefiniteExecution = true
public class Person: CustomStringConvertible {
public var description: String {
get {
return "Person: \(name), \(phoneNumber)"
}
}
public var name: String
public var phoneNumber: String
private var readLock = ReaderWriterLock()
public init(name: String, phoneNumber: String) {
self.name = name
self.phoneNumber = phoneNumber
}
public func uniquePerson() -> Person {
let randomID = UUID().uuidString
return Person(name: randomID, phoneNumber: randomID)
}
}
public enum Qos {
case threadSafe, none
}
public class PhoneBook {
private var qualityOfService: Qos = .none
public var nameToPersonMap = [String: Person]()
public var phoneNumberToPersonMap = [String: Person]()
private var readWriteLock = ReaderWriterLock()
public init(_ qos: Qos) {
self.qualityOfService = qos
}
public func personByName(_ name: String) -> Person? {
var person: Person? = nil
if qualityOfService == .threadSafe {
readWriteLock.concurrentlyRead { [weak self] in
guard let strongSelf = self else { return }
person = strongSelf.nameToPersonMap[name]
}
} else {
person = nameToPersonMap[name]
}
return person
}
public func personByPhoneNumber( _ phoneNumber: String) -> Person? {
var person: Person? = nil
if qualityOfService == .threadSafe {
readWriteLock.concurrentlyRead { [weak self] in
guard let strongSelf = self else { return }
person = strongSelf.phoneNumberToPersonMap[phoneNumber]
}
} else {
person = phoneNumberToPersonMap[phoneNumber]
}
return person
}
public func addPerson(_ person: Person) {
if qualityOfService == .threadSafe {
readWriteLock.exclusivelyWrite { [weak self] in
guard let strongSelf = self else { return }
strongSelf.nameToPersonMap[person.name] = person
strongSelf.phoneNumberToPersonMap[person.phoneNumber] = person
}
} else {
nameToPersonMap[person.name] = person
phoneNumberToPersonMap[person.phoneNumber] = person
}
}
}
// A ReaderWriterLock implemented using GCD and OS Barriers.
public class ReaderWriterLock {
private let concurrentQueue = DispatchQueue(label: "com.ReaderWriterLock.Queue", attributes: DispatchQueue.Attributes.concurrent)
private var writeClosure: (() -> Void)!
public func concurrentlyRead(_ readClosure: (() -> Void)) {
concurrentQueue.sync {
readClosure()
}
}
public func exclusivelyWrite(_ writeClosure: #escaping (() -> Void)) {
self.writeClosure = writeClosure
concurrentQueue.async(flags: .barrier) { [weak self] in
guard let strongSelf = self else { return }
strongSelf.writeClosure()
}
}
}
// MARK: Testing the synchronization and thread-safety
for _ in 0..<5 {
let iterations = 1000
let phoneBook = PhoneBook(.none)
let concurrentTestQueue = DispatchQueue(label: "com.PhoneBookTest.Queue", attributes: DispatchQueue.Attributes.concurrent)
for _ in 0..<iterations {
let person = Person(name: "", phoneNumber: "").uniquePerson()
concurrentTestQueue.async {
phoneBook.addPerson(person)
}
}
sleep(10)
print(phoneBook.nameToPersonMap.count)
}
To test my code I run 1000 concurrent threads that simply add a new Person to the PhoneBook. Each Person is unique so after the 1000 threads complete I am expecting the PhoneBook to contain a count of 1000. Everytime I perform a write I perform a dispatch_barrier call, update the hash tables, and return. To my knowledge this is all we need to do; however, after repeated runs of the 1000 threads I get the number of entries in the PhoneBook to be inconsistent and all over the place:
Phone Book Entries: 856
Phone Book Entries: 901
Phone Book Entries: 876
Phone Book Entries: 902
Phone Book Entries: 912
Can anyone please help me figure out what is going on? Is there something wrong with my locking code or even worse something wrong with how my test is constructed? I am very new to this multi-threaded problem space, thanks!
The problem is your ReaderWriterLock. You are saving the writeClosure as a property, and then asynchronously dispatching a closure that calls that saved property. But if another exclusiveWrite came in during the intervening period of time, your writeClosure property would be replaced with the new closure.
In this case, it means that you can be adding the same Person multiple times. And because you're using a dictionary, those duplicates have the same key, and therefore don't result in you're seeing all 1000 entries.
You can actually simplify ReaderWriterLock, completely eliminating that property. I’d also make concurrentRead a generic, returning the value (just like sync does), and rethrowing any errors (if any).
public class ReaderWriterLock {
private let queue = DispatchQueue(label: "com.domain.app.rwLock", attributes: .concurrent)
public func concurrentlyRead<T>(_ block: (() throws -> T)) rethrows -> T {
return try queue.sync {
try block()
}
}
public func exclusivelyWrite(_ block: #escaping (() -> Void)) {
queue.async(flags: .barrier) {
block()
}
}
}
A couple of other, unrelated observations:
By the way, this simplified ReaderWriterLock happens to solves another concern. That writeClosure property, which we've now removed, could have easily introduced a strong reference cycle.
Yes, you were scrupulous about using [weak self], so there wasn't any strong reference cycle, but it was possible. I would advise that wherever you employ a closure property, that you set that closure property to nil when you're done with it, so any strong references that closure may have accidentally entailed will be resolved. That way a persistent strong reference cycle is never possible. (Plus, the closure itself and any local variables or other external references it has will be resolved.)
You're sleeping for 10 seconds. That should be more than enough, but I'd advise against just adding random sleep calls (because you never can be 100% sure). Fortunately, you have a concurrent queue, so you can use that:
concurrentTestQueue.async(flags: .barrier) {
print(phoneBook.count)
}
Because of that barrier, it will wait until everything else you put on that queue is done.
Note, I did not just print nameToPersonMap.count. This array has been carefully synchronized within PhoneBook, so you can't just let random, external classes access it directly without synchronization.
Whenever you have some property which you're synchronizing internally, it should be private and then create a thread-safe function/variable to retrieve whatever you need:
public class PhoneBook {
private var nameToPersonMap = [String: Person]()
private var phoneNumberToPersonMap = [String: Person]()
...
var count: Int {
return readWriteLock.concurrentlyRead {
nameToPersonMap.count
}
}
}
You say you're testing thread safety, but then created PhoneBook with .none option (achieving no thread-safety). In that scenario, I'd expect problems. You have to create your PhoneBook with the .threadSafe option.
You have a number of strongSelf patterns. That's rather unswifty. It is generally not needed in Swift as you can use [weak self] and then just do optional chaining.
Pulling all of this together, here is my final playground:
PlaygroundPage.current.needsIndefiniteExecution = true
public class Person {
public let name: String
public let phoneNumber: String
public init(name: String, phoneNumber: String) {
self.name = name
self.phoneNumber = phoneNumber
}
public static func uniquePerson() -> Person {
let randomID = UUID().uuidString
return Person(name: randomID, phoneNumber: randomID)
}
}
extension Person: CustomStringConvertible {
public var description: String {
return "Person: \(name), \(phoneNumber)"
}
}
public enum ThreadSafety { // Changed the name from Qos, because this has nothing to do with quality of service, but is just a question of thread safety
case threadSafe, none
}
public class PhoneBook {
private var threadSafety: ThreadSafety
private var nameToPersonMap = [String: Person]() // if you're synchronizing these, you really shouldn't expose them to the public
private var phoneNumberToPersonMap = [String: Person]() // if you're synchronizing these, you really shouldn't expose them to the public
private var readWriteLock = ReaderWriterLock()
public init(_ threadSafety: ThreadSafety) {
self.threadSafety = threadSafety
}
public func personByName(_ name: String) -> Person? {
if threadSafety == .threadSafe {
return readWriteLock.concurrentlyRead { [weak self] in
self?.nameToPersonMap[name]
}
} else {
return nameToPersonMap[name]
}
}
public func personByPhoneNumber(_ phoneNumber: String) -> Person? {
if threadSafety == .threadSafe {
return readWriteLock.concurrentlyRead { [weak self] in
self?.phoneNumberToPersonMap[phoneNumber]
}
} else {
return phoneNumberToPersonMap[phoneNumber]
}
}
public func addPerson(_ person: Person) {
if threadSafety == .threadSafe {
readWriteLock.exclusivelyWrite { [weak self] in
self?.nameToPersonMap[person.name] = person
self?.phoneNumberToPersonMap[person.phoneNumber] = person
}
} else {
nameToPersonMap[person.name] = person
phoneNumberToPersonMap[person.phoneNumber] = person
}
}
var count: Int {
return readWriteLock.concurrentlyRead {
nameToPersonMap.count
}
}
}
// A ReaderWriterLock implemented using GCD concurrent queue and barriers.
public class ReaderWriterLock {
private let queue = DispatchQueue(label: "com.domain.app.rwLock", attributes: .concurrent)
public func concurrentlyRead<T>(_ block: (() throws -> T)) rethrows -> T {
return try queue.sync {
try block()
}
}
public func exclusivelyWrite(_ block: #escaping (() -> Void)) {
queue.async(flags: .barrier) {
block()
}
}
}
for _ in 0 ..< 5 {
let iterations = 1000
let phoneBook = PhoneBook(.threadSafe)
let concurrentTestQueue = DispatchQueue(label: "com.PhoneBookTest.Queue", attributes: .concurrent)
for _ in 0..<iterations {
let person = Person.uniquePerson()
concurrentTestQueue.async {
phoneBook.addPerson(person)
}
}
concurrentTestQueue.async(flags: .barrier) {
print(phoneBook.count)
}
}
Personally, I'd be inclined to take it a step further and
move the synchronization into a generic class; and
change the model to be an array of Person object, so that:
The model supports multiple people with the same or phone number; and
You can use value types if you want.
For example:
public struct Person {
public let name: String
public let phoneNumber: String
public static func uniquePerson() -> Person {
return Person(name: UUID().uuidString, phoneNumber: UUID().uuidString)
}
}
public struct PhoneBook {
private var synchronizedPeople = Synchronized([Person]())
public func people(name: String? = nil, phone: String? = nil) -> [Person]? {
return synchronizedPeople.value.filter {
(name == nil || $0.name == name) && (phone == nil || $0.phoneNumber == phone)
}
}
public func append(_ person: Person) {
synchronizedPeople.writer { people in
people.append(person)
}
}
public var count: Int {
return synchronizedPeople.reader { $0.count }
}
}
/// A structure to provide thread-safe access to some underlying object using reader-writer pattern.
public class Synchronized<T> {
/// Private value. Use `public` `value` computed property (or `reader` and `writer` methods)
/// for safe, thread-safe access to this underlying value.
private var _value: T
/// Private reader-write synchronization queue
private let queue = DispatchQueue(label: Bundle.main.bundleIdentifier! + ".synchronized", qos: .default, attributes: .concurrent)
/// Create `Synchronized` object
///
/// - Parameter value: The initial value to be synchronized.
public init(_ value: T) {
_value = value
}
/// A threadsafe variable to set and get the underlying object, as a convenience when higher level synchronization is not needed
public var value: T {
get { reader { $0 } }
set { writer { $0 = newValue } }
}
/// A "reader" method to allow thread-safe, read-only concurrent access to the underlying object.
///
/// - Warning: If the underlying object is a reference type, you are responsible for making sure you
/// do not mutating anything. If you stick with value types (`struct` or primitive types),
/// this will be enforced for you.
public func reader<U>(_ block: (T) throws -> U) rethrows -> U {
return try queue.sync { try block(_value) }
}
/// A "writer" method to allow thread-safe write with barrier to the underlying object
func writer(_ block: #escaping (inout T) -> Void) {
queue.async(flags: .barrier) {
block(&self._value)
}
}
}
In some cases you use might NSCache class. The documentation claims that it's thread safe:
You can add, remove, and query items in the cache from different threads without having to lock the cache yourself.
Here is an article that describes quite useful tricks related to NSCache
I don’t think you are using it wrong :).
The original (on macos) generates:
0 swift 0x000000010c9c536a PrintStackTraceSignalHandler(void*) + 42
1 swift 0x000000010c9c47a6 SignalHandler(int) + 662
2 libsystem_platform.dylib 0x00007fffbbdadb3a _sigtramp + 26
3 libsystem_platform.dylib 000000000000000000 _sigtramp + 1143284960
4 libswiftCore.dylib 0x0000000112696944 _T0SSwcp + 36
5 libswiftCore.dylib 0x000000011245fa92 _T0s24_VariantDictionaryBufferO018ensureUniqueNativeC0Sb11reallocated_Sb15capacityChangedtSiF + 1634
6 libswiftCore.dylib 0x0000000112461fd2 _T0s24_VariantDictionaryBufferO17nativeUpdateValueq_Sgq__x6forKeytF + 1074
If you remove the ‘.concurrent’ from your ReaderWriter queue, "the problem disappears”.©
If you restore the .concurrent, but change the async invocation in the writer side to be sync:
swift(10504,0x70000896f000) malloc: *** error for object 0x7fcaa440cee8: incorrect checksum for freed object - object was probably modified after being freed.
Which would be a bit astonishing if it weren’t swift?
I dug in, replaced your ‘string’ based array with an Int one by interposing a hash function, replaced the sleep(10) with a barrier dispatch to flush any laggardly blocks through, and that made it more reproducibly crash with the somewhat more helpful:
x(10534,0x700000f01000) malloc: *** error for object 0x7f8c9ee00008: incorrect checksum for freed object - object was probably modified after being freed.
But when a search of the source revealed no malloc or free, perhaps the stack dump is more useful.
Anyways, best way to solve your problem: use go instead; it actually makes sense.

How to get the current queue name in swift 3

We have function like this in swift 2.2 for printing a log message with the current running thread:
func MyLog(_ message: String) {
if Thread.isMainThread {
print("[MyLog]", message)
} else {
let queuename = String(UTF8String: dispatch_queue_get_label(DISPATCH_CURRENT_QUEUE_LABEL))! // Error: Cannot convert value of type '()' to expected argument type 'DispatchQueue?'
print("[MyLog] [\(queuename)]", message)
}
}
These code no longer compile in swift 3.0. How do we obtain the queue name now?
As Brent Royal-Gordon mentioned in his message on lists.swift.org it's a hole in the current design, but you can use this horrible workaround.
func currentQueueName() -> String? {
let name = __dispatch_queue_get_label(nil)
return String(cString: name, encoding: .utf8)
}
If you don't like unsafe pointers and c-strings, there is another, safe solution:
if let currentQueueLabel = OperationQueue.current?.underlyingQueue?.label {
print(currentQueueLabel)
// Do something...
}
I don't know any cases when the currentQueueLabel will be nil.
Now DispatchQueue has label property.
The label you assigned to the dispatch queue at creation time.
var label: String { get }
It seems been existed from first, maybe not been exposed via public API.
macOS 10.10+
And please use this only to obtain human-readable labels. Not to identify each GCDQ.
If you want to check whether your code is running on certain GCDQ, you can use dispatchPrecondition(...) function.
This method will work for both OperationQueue and DispatchQueue.
func printCurrnetQueueName()
{
print(Thread.current.name!)
}
Here's a wrapper class that offers some safety (revised from here):
import Foundation
/// DispatchQueue wrapper that acts as a reentrant to a synchronous queue;
/// so callers to the `sync` function will check if they are on the current
/// queue and avoid deadlocking the queue (e.g. by executing another queue
/// dispatch call). Instead, it will just execute the given code in place.
public final class SafeSyncQueue {
public init(label: String, attributes: DispatchQueue.Attributes) {
self.queue = DispatchQueue(label: label, attributes: attributes)
self.queueKey = DispatchSpecificKey<QueueIdentity>()
self.queue.setSpecific(key: self.queueKey, value: QueueIdentity(label: self.queue.label))
}
// MARK: - API
/// Note: this will execute without the specified flags if it's on the current queue already
public func sync<T>(flags: DispatchWorkItemFlags? = nil, execute work: () throws -> T) rethrows -> T {
if self.currentQueueIdentity?.label == self.queue.label {
return try work()
} else if let flags = flags {
return try self.queue.sync(flags: flags, execute: work)
} else {
return try self.queue.sync(execute: work)
}
}
// MARK: - Private Structs
private struct QueueIdentity {
let label: String
}
// MARK: - Private Properties
private let queue: DispatchQueue
private let queueKey: DispatchSpecificKey<QueueIdentity>
private var currentQueueIdentity: QueueIdentity? {
return DispatchQueue.getSpecific(key: self.queueKey)
}
}
This works best for me:
/// The name/description of the current queue (Operation or Dispatch), if that can be found. Else, the name/description of the thread.
public func queueName() -> String {
if let currentOperationQueue = OperationQueue.current {
if let currentDispatchQueue = currentOperationQueue.underlyingQueue {
return "dispatch queue: \(currentDispatchQueue.label.nonEmpty ?? currentDispatchQueue.description)"
}
else {
return "operation queue: \(currentOperationQueue.name?.nonEmpty ?? currentOperationQueue.description)"
}
}
else {
let currentThread = Thread.current
return "UNKNOWN QUEUE on thread: \(currentThread.name?.nonEmpty ?? currentThread.description)"
}
}
public extension String {
/// Returns this string if it is not empty, else `nil`.
public var nonEmpty: String? {
if self.isEmpty {
return nil
}
else {
return self
}
}
}