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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
*/
void uv_timer_endgame(uv_loop_t* loop, uv_timer_t* handle);
DWORD uv_get_poll_timeout(uv_loop_t* loop);
void uv_process_timers(uv_loop_t* loop);
/*
* Handles
*/
/* Private uv_handle flags */
#define UV_HANDLE_CLOSING 0x00000001
#define UV_HANDLE_CLOSED 0x00000002
#define UV_HANDLE_BOUND 0x00000004
#define UV_HANDLE_LISTENING 0x00000008
#define UV_HANDLE_CONNECTION 0x00000010
#define UV_HANDLE_CONNECTED 0x00000020
#define UV_HANDLE_READING 0x00000040
#define UV_HANDLE_ACTIVE 0x00000040
#define UV_HANDLE_EOF 0x00000080
#define UV_HANDLE_SHUTTING 0x00000100
#define UV_HANDLE_SHUT 0x00000200
#define UV_HANDLE_ENDGAME_QUEUED 0x00000400
#define UV_HANDLE_BIND_ERROR 0x00001000
#define UV_HANDLE_IPV6 0x00002000
#define UV_HANDLE_PIPESERVER 0x00004000
#define UV_HANDLE_READ_PENDING 0x00008000
#define UV_HANDLE_UV_ALLOCED 0x00010000
#define UV_HANDLE_SYNC_BYPASS_IOCP 0x00020000
#define UV_HANDLE_ZERO_READ 0x00040000
#define UV_HANDLE_TTY_RAW 0x00080000
#define UV_HANDLE_EMULATE_IOCP 0x00100000
#define UV_HANDLE_NON_OVERLAPPED_PIPE 0x00200000
#define UV_HANDLE_TTY_SAVED_POSITION 0x00400000
#define UV_HANDLE_TTY_SAVED_ATTRIBUTES 0x00800000
#define UV_HANDLE_SHARED_TCP_SERVER 0x01000000
#define UV_HANDLE_TCP_NODELAY 0x02000000
#define UV_HANDLE_TCP_KEEPALIVE 0x04000000
#define UV_HANDLE_TCP_SINGLE_ACCEPT 0x08000000
#define UV_HANDLE_TCP_ACCEPT_STATE_CHANGING 0x10000000
void uv_want_endgame(uv_loop_t* loop, uv_handle_t* handle);
void uv_process_endgames(uv_loop_t* loop);
#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(loop, (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_loop_t* loop, uv_req_t* req);
uv_req_t* uv_overlapped_to_req(OVERLAPPED* overlapped);
void uv_insert_pending_req(uv_loop_t* loop, uv_req_t* req);
void uv_process_reqs(uv_loop_t* loop);
#define POST_COMPLETION_FOR_REQ(loop, req) \
if (!PostQueuedCompletionStatus((loop)->iocp, \
0, \
0, \
&((req)->overlapped))) { \
uv_fatal_error(GetLastError(), "PostQueuedCompletionStatus"); \
}
/*
* Streams
*/
void uv_stream_init(uv_loop_t* loop, 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_loop_t* loop, uv_write_t* req, uv_tcp_t* handle,
uv_buf_t bufs[], int bufcnt, uv_write_cb cb);
void uv_process_tcp_read_req(uv_loop_t* loop, uv_tcp_t* handle, uv_req_t* req);
void uv_process_tcp_write_req(uv_loop_t* loop, uv_tcp_t* handle,
uv_write_t* req);
void uv_process_tcp_accept_req(uv_loop_t* loop, uv_tcp_t* handle,
uv_req_t* req);
void uv_process_tcp_connect_req(uv_loop_t* loop, uv_tcp_t* handle,
uv_connect_t* req);
void uv_tcp_endgame(uv_loop_t* loop, uv_tcp_t* handle);
int uv_tcp_import(uv_tcp_t* tcp, WSAPROTOCOL_INFOW* socket_protocol_info);
int uv_tcp_duplicate_socket(uv_tcp_t* handle, int pid,
LPWSAPROTOCOL_INFOW protocol_info);
/*
* UDP
*/
void uv_process_udp_recv_req(uv_loop_t* loop, uv_udp_t* handle, uv_req_t* req);
void uv_process_udp_send_req(uv_loop_t* loop, uv_udp_t* handle,
uv_udp_send_t* req);
void uv_udp_endgame(uv_loop_t* loop, uv_udp_t* handle);
/*
* Pipes
*/
int uv_stdio_pipe_server(uv_loop_t* loop, 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_loop_t* loop, 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_stream_t* client);
int uv_pipe_read_start(uv_pipe_t* handle, uv_alloc_cb alloc_cb,
uv_read_cb read_cb);
int uv_pipe_read2_start(uv_pipe_t* handle, uv_alloc_cb alloc_cb,
uv_read2_cb read_cb);
int uv_pipe_write(uv_loop_t* loop, uv_write_t* req, uv_pipe_t* handle,
uv_buf_t bufs[], int bufcnt, uv_write_cb cb);
int uv_pipe_write2(uv_loop_t* loop, uv_write_t* req, uv_pipe_t* handle,
uv_buf_t bufs[], int bufcnt, uv_stream_t* send_handle, uv_write_cb cb);
void uv_process_pipe_read_req(uv_loop_t* loop, uv_pipe_t* handle,
uv_req_t* req);
void uv_process_pipe_write_req(uv_loop_t* loop, uv_pipe_t* handle,
uv_write_t* req);
void uv_process_pipe_accept_req(uv_loop_t* loop, uv_pipe_t* handle,
uv_req_t* raw_req);
void uv_process_pipe_connect_req(uv_loop_t* loop, uv_pipe_t* handle,
uv_connect_t* req);
void uv_process_pipe_shutdown_req(uv_loop_t* loop, uv_pipe_t* handle,
uv_shutdown_t* req);
/*
* TTY
*/
void uv_console_init();
int uv_tty_read_start(uv_tty_t* handle, uv_alloc_cb alloc_cb,
uv_read_cb read_cb);
int uv_tty_read_stop(uv_tty_t* handle);
int uv_tty_write(uv_loop_t* loop, uv_write_t* req, uv_tty_t* handle,
uv_buf_t bufs[], int bufcnt, uv_write_cb cb);
void uv_tty_close(uv_tty_t* handle);
void uv_process_tty_read_req(uv_loop_t* loop, uv_tty_t* handle,
uv_req_t* req);
void uv_process_tty_write_req(uv_loop_t* loop, uv_tty_t* handle,
uv_write_t* req);
/* TODO: remove me */
void uv_process_tty_accept_req(uv_loop_t* loop, uv_tty_t* handle,
uv_req_t* raw_req);
/* TODO: remove me */
void uv_process_tty_connect_req(uv_loop_t* loop, uv_tty_t* handle,
uv_connect_t* req);
void uv_tty_endgame(uv_loop_t* loop, uv_tty_t* handle);
/*
* Loop watchers
*/
void uv_loop_watcher_endgame(uv_loop_t* loop, uv_handle_t* handle);
void uv_prepare_invoke(uv_loop_t* loop);
void uv_check_invoke(uv_loop_t* loop);
void uv_idle_invoke(uv_loop_t* loop);
/*
* Async watcher
*/
void uv_async_endgame(uv_loop_t* loop, uv_async_t* handle);
void uv_process_async_wakeup_req(uv_loop_t* loop, uv_async_t* handle,
uv_req_t* req);
/*
* Spawn
*/
void uv_process_proc_exit(uv_loop_t* loop, uv_process_t* handle);
void uv_process_proc_close(uv_loop_t* loop, uv_process_t* handle);
void uv_process_close(uv_loop_t* loop, uv_process_t* handle);
void uv_process_endgame(uv_loop_t* loop, uv_process_t* handle);
/*
* C-ares integration
*/
typedef struct uv_ares_action_s uv_ares_action_t;
void uv_process_ares_event_req(uv_loop_t* loop, uv_ares_action_t* handle,
uv_req_t* req);
void uv_process_ares_cleanup_req(uv_loop_t* loop, uv_ares_task_t* handle,
uv_req_t* req);
/*
* Getaddrinfo
*/
void uv_process_getaddrinfo_req(uv_loop_t* loop, uv_getaddrinfo_t* handle,
uv_req_t* req);
/*
* FS
*/
void uv_fs_init();
void uv_process_fs_req(uv_loop_t* loop, uv_fs_t* req);
/*
* Threadpool
*/
void uv_process_work_req(uv_loop_t* loop, uv_work_t* req);
/*
* FS Event
*/
void uv_process_fs_event_req(uv_loop_t* loop, uv_req_t* req, uv_fs_event_t* handle);
void uv_fs_event_close(uv_loop_t* loop, uv_fs_event_t* handle);
void uv_fs_event_endgame(uv_loop_t* loop, uv_fs_event_t* handle);
/* Utils */
int uv_parent_pid();
void uv_filetime_to_time_t(FILETIME* file_time, time_t* stat_time);
void uv_fatal_error(const int errorno, const char* syscall);
uv_err_code uv_translate_sys_error(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))))
/*
* Winapi and ntapi utility functions
*/
void uv_winapi_init();
/*
* Winsock utility functions
*/
void uv_winsock_init();
int uv_ntstatus_to_winsock_error(NTSTATUS status);
BOOL uv_get_acceptex_function(SOCKET socket, LPFN_ACCEPTEX* target);
BOOL uv_get_connectex_function(SOCKET socket, LPFN_CONNECTEX* target);
int WSAAPI uv_wsarecv_workaround(SOCKET socket, WSABUF* buffers,
DWORD buffer_count, DWORD* bytes, DWORD* flags, WSAOVERLAPPED *overlapped,
LPWSAOVERLAPPED_COMPLETION_ROUTINE completion_routine);
int WSAAPI uv_wsarecvfrom_workaround(SOCKET socket, WSABUF* buffers,
DWORD buffer_count, DWORD* bytes, DWORD* flags, struct sockaddr* addr,
int* addr_len, WSAOVERLAPPED *overlapped,
LPWSAOVERLAPPED_COMPLETION_ROUTINE completion_routine);
/* Whether ipv6 is supported */
extern int uv_allow_ipv6;
/* Ip address used to bind to any port at any interface */
extern struct sockaddr_in uv_addr_ip4_any_;
extern struct sockaddr_in6 uv_addr_ip6_any_;
/*
* Threads and synchronization
*/
typedef struct uv_once_s {
unsigned char ran;
/* The actual event handle must be aligned to sizeof(HANDLE), so in */
/* practice it might overlap padding a little. */
HANDLE event;
HANDLE padding;
} uv_once_t;
#define UV_ONCE_INIT \
{ 0, NULL, NULL }
void uv_once(uv_once_t* guard, void (*callback)(void));
#endif /* UV_WIN_INTERNAL_H_ */
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