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/* Copyright Joyent, Inc. and other Node contributors. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef UV_WIN_INTERNAL_H_
#define UV_WIN_INTERNAL_H_
#include "uv.h"
#include "../uv-common.h"
#include "tree.h"
#include "winapi.h"
#include "winsock.h"
/*
* Timers
*/
RB_HEAD(uv_timer_tree_s, uv_timer_s);
void uv_timer_endgame(uv_timer_t* handle);
DWORD uv_get_poll_timeout();
void uv_process_timers();
/*
* Core
*/
/* Loop state struct. We don't support multiplicity right now, but this */
/* should help when we get to that. */
typedef struct uv_loop_s {
/* The loop's I/O completion port */
HANDLE iocp;
/* Reference count that keeps the event loop alive */
int refs;
/* The current time according to the event loop. in msecs. */
int64_t time;
/* Tail of a single-linked circular queue of pending reqs. If the queue */
/* is empty, tail_ is NULL. If there is only one item, */
/* tail_->next_req == tail_ */
uv_req_t* pending_reqs_tail;
/* Head of a single-linked list of closed handles */
uv_handle_t* endgame_handles;
/* The head of the timers tree */
struct uv_timer_tree_s timers;
/* Lists of active loop (prepare / check / idle) watchers */
uv_prepare_t* prepare_handles;
uv_check_t* check_handles;
uv_idle_t* idle_handles;
/* This pointer will refer to the prepare/check/idle handle whose */
/* callback is scheduled to be called next. This is needed to allow */
/* safe removal from one of the lists above while that list being */
/* iterated over. */
uv_prepare_t* next_prepare_handle;
uv_check_t* next_check_handle;
uv_idle_t* next_idle_handle;
/* Last error code */
uv_err_t last_error;
/* Error string most recently returned by uv_strerror() */
char* err_str;
} uv_loop_t;
extern uv_loop_t uv_main_loop_;
#define LOOP (&uv_main_loop_)
/*
* Handles
*/
/* Private uv_handle flags */
#define UV_HANDLE_CLOSING 0x0001
#define UV_HANDLE_CLOSED 0x0002
#define UV_HANDLE_BOUND 0x0004
#define UV_HANDLE_LISTENING 0x0008
#define UV_HANDLE_CONNECTION 0x0010
#define UV_HANDLE_CONNECTED 0x0020
#define UV_HANDLE_READING 0x0040
#define UV_HANDLE_ACTIVE 0x0040
#define UV_HANDLE_EOF 0x0080
#define UV_HANDLE_SHUTTING 0x0100
#define UV_HANDLE_SHUT 0x0200
#define UV_HANDLE_ENDGAME_QUEUED 0x0400
#define UV_HANDLE_BIND_ERROR 0x1000
#define UV_HANDLE_IPV6 0x2000
#define UV_HANDLE_PIPESERVER 0x4000
#define UV_HANDLE_READ_PENDING 0x8000
#define UV_HANDLE_GIVEN_OS_HANDLE 0x10000
#define UV_HANDLE_UV_ALLOCED 0x20000
#define UV_HANDLE_SYNC_BYPASS_IOCP 0x40000
#define UV_HANDLE_ZERO_READ 0x80000
void uv_want_endgame(uv_handle_t* handle);
void uv_process_endgames();
#define DECREASE_PENDING_REQ_COUNT(handle) \
do { \
assert(handle->reqs_pending > 0); \
handle->reqs_pending--; \
\
if (handle->flags & UV_HANDLE_CLOSING && \
handle->reqs_pending == 0) { \
uv_want_endgame((uv_handle_t*)handle); \
} \
} while (0)
#define UV_SUCCEEDED_WITHOUT_IOCP(result) \
((result) && (handle->flags & UV_HANDLE_SYNC_BYPASS_IOCP))
#define UV_SUCCEEDED_WITH_IOCP(result) \
((result) || (GetLastError() == ERROR_IO_PENDING))
/*
* Requests
*/
void uv_req_init(uv_req_t* req);
uv_req_t* uv_overlapped_to_req(OVERLAPPED* overlapped);
void uv_insert_pending_req(uv_req_t* req);
void uv_process_reqs();
#define POST_COMPLETION_FOR_REQ(req) \
if (!PostQueuedCompletionStatus(LOOP->iocp, \
0, \
0, \
&((req)->overlapped))) { \
uv_fatal_error(GetLastError(), "PostQueuedCompletionStatus"); \
}
/*
* Streams
*/
void uv_stream_init(uv_stream_t* handle);
void uv_connection_init(uv_stream_t* handle);
size_t uv_count_bufs(uv_buf_t bufs[], int count);
/*
* TCP
*/
int uv_tcp_listen(uv_tcp_t* handle, int backlog, uv_connection_cb cb);
int uv_tcp_accept(uv_tcp_t* server, uv_tcp_t* client);
int uv_tcp_read_start(uv_tcp_t* handle, uv_alloc_cb alloc_cb,
uv_read_cb read_cb);
int uv_tcp_write(uv_write_t* req, uv_tcp_t* handle, uv_buf_t bufs[],
int bufcnt, uv_write_cb cb);
int uv_tcp_getsockname(uv_tcp_t* handle, struct sockaddr* name, int* namelen);
void uv_process_tcp_read_req(uv_tcp_t* handle, uv_req_t* req);
void uv_process_tcp_write_req(uv_tcp_t* handle, uv_write_t* req);
void uv_process_tcp_accept_req(uv_tcp_t* handle, uv_req_t* req);
void uv_process_tcp_connect_req(uv_tcp_t* handle, uv_connect_t* req);
void uv_tcp_endgame(uv_tcp_t* handle);
/*
* UDP
*/
int uv_udp_getsockname(uv_udp_t* handle, struct sockaddr* name, int* namelen);
void uv_process_udp_recv_req(uv_udp_t* handle, uv_req_t* req);
void uv_process_udp_send_req(uv_udp_t* handle, uv_udp_send_t* req);
void uv_udp_endgame(uv_udp_t* handle);
/*
* Pipes
*/
int uv_pipe_init_with_handle(uv_pipe_t* handle, HANDLE pipeHandle);
int uv_stdio_pipe_server(uv_pipe_t* handle, DWORD access, char* name, size_t nameSize);
void close_pipe(uv_pipe_t* handle, int* status, uv_err_t* err);
void uv_pipe_endgame(uv_pipe_t* handle);
int uv_pipe_listen(uv_pipe_t* handle, int backlog, uv_connection_cb cb);
int uv_pipe_accept(uv_pipe_t* server, uv_pipe_t* client);
int uv_pipe_read_start(uv_pipe_t* handle, uv_alloc_cb alloc_cb,
uv_read_cb read_cb);
int uv_pipe_write(uv_write_t* req, uv_pipe_t* handle, uv_buf_t bufs[],
int bufcnt, uv_write_cb cb);
void uv_process_pipe_read_req(uv_pipe_t* handle, uv_req_t* req);
void uv_process_pipe_write_req(uv_pipe_t* handle, uv_write_t* req);
void uv_process_pipe_accept_req(uv_pipe_t* handle, uv_req_t* raw_req);
void uv_process_pipe_connect_req(uv_pipe_t* handle, uv_connect_t* req);
void uv_process_pipe_shutdown_req(uv_pipe_t* handle, uv_shutdown_t* req);
/*
* Loop watchers
*/
void uv_loop_watcher_endgame(uv_handle_t* handle);
void uv_prepare_invoke();
void uv_check_invoke();
void uv_idle_invoke();
/*
* Async watcher
*/
void uv_async_endgame(uv_async_t* handle);
void uv_process_async_wakeup_req(uv_async_t* handle, uv_req_t* req);
/*
* Spawn
*/
void uv_process_proc_exit(uv_process_t* handle);
void uv_process_proc_close(uv_process_t* handle);
void uv_process_close(uv_process_t* handle);
void uv_process_endgame(uv_process_t* handle);
/*
* C-ares integration
*/
typedef struct uv_ares_action_s uv_ares_action_t;
void uv_process_ares_event_req(uv_ares_action_t* handle, uv_req_t* req);
void uv_process_ares_cleanup_req(uv_ares_task_t* handle, uv_req_t* req);
/*
* Getaddrinfo
*/
void uv_process_getaddrinfo_req(uv_getaddrinfo_t* handle, uv_req_t* req);
/*
* Error handling
*/
extern const uv_err_t uv_ok_;
void uv_fatal_error(const int errorno, const char* syscall);
uv_err_code uv_translate_sys_error(int sys_errno);
uv_err_t uv_new_sys_error(int sys_errno);
void uv_set_sys_error(int sys_errno);
void uv_set_error(uv_err_code code, int sys_errno);
#define SET_REQ_STATUS(req, status) \
(req)->overlapped.Internal = (ULONG_PTR) (status)
#define SET_REQ_ERROR(req, error) \
SET_REQ_STATUS((req), NTSTATUS_FROM_WIN32((error)))
#define SET_REQ_SUCCESS(req) \
SET_REQ_STATUS((req), STATUS_SUCCESS)
#define GET_REQ_STATUS(req) \
((req)->overlapped.Internal)
#define REQ_SUCCESS(req) \
(NT_SUCCESS(GET_REQ_STATUS((req))))
#define GET_REQ_ERROR(req) \
(pRtlNtStatusToDosError(GET_REQ_STATUS((req))))
#define GET_REQ_SOCK_ERROR(req) \
(uv_ntstatus_to_winsock_error(GET_REQ_STATUS((req))))
#define GET_REQ_UV_ERROR(req) \
(uv_new_sys_error(GET_REQ_ERROR((req))))
#define GET_REQ_UV_SOCK_ERROR(req) \
(uv_new_sys_error(GET_REQ_SOCK_ERROR((req))))
/*
* Initialization for the windows and winsock api
*/
void uv_winapi_init();
void uv_winsock_init();
int uv_ntstatus_to_winsock_error(NTSTATUS status);
#endif /* UV_WIN_INTERNAL_H_ */
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