Darwin-Streaming-Server/CommonUtilitiesLib/win32ev.cpp

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/*
*
* @APPLE_LICENSE_HEADER_START@
*
* Copyright (c) 1999-2008 Apple Inc. All Rights Reserved.
*
* This file contains Original Code and/or Modifications of Original Code
* as defined in and that are subject to the Apple Public Source License
* Version 2.0 (the 'License'). You may not use this file except in
* compliance with the License. Please obtain a copy of the License at
* http://www.opensource.apple.com/apsl/ and read it before using this
* file.
*
* The Original Code and all software distributed under the License are
* distributed on an 'AS IS' basis, WITHOUT WARRANTY OF ANY KIND, EITHER
* EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE, QUIET ENJOYMENT OR NON-INFRINGEMENT.
* Please see the License for the specific language governing rights and
* limitations under the License.
*
* @APPLE_LICENSE_HEADER_END@
*
*/
/*
File: win32ev.cpp
Contains: WSA implementation of socket event queue functions.
Written By: Denis Serenyi
*/
#include "ev.h"
#include "OSHeaders.h"
#include "OSThread.h"
#include "MyAssert.h"
//
// You have to create a window to get socket events? What's up with that?
static HWND sMsgWindow = NULL;
//
LRESULT CALLBACK select_wndproc(HWND inWIndow, UINT inMsg, WPARAM inParam, LPARAM inOtherParam);
void select_startevents()
{
//
// This call occurs from the main thread. In Win32, apparently, you
// have to create your WSA window from the same thread that calls GetMessage.
// So, we have to create the window from select_waitevent
}
int select_removeevent(int /*which*/)
{
//
// Not needed for WSA.
return 0;
}
int select_watchevent(struct eventreq *req, int which)
{
return select_modwatch(req, which);
}
int select_modwatch(struct eventreq *req, int which)
{
//
// If our WSAAsyncSelect window is not constructed yet, wait
// until it is construected. The window gets constructed when the server
// is done starting up, so this should only happen when select_modwatch
// is being called as the server is starting up.
while (sMsgWindow == NULL)
OSThread::Sleep(10);
// Convert EV_RE and EV_WR to the proper WSA event codes.
// WSA event codes are more specific than what POSIX provides, so
// just wait on any kind of read related event for EV_RE, same for EV_WR
SInt32 theEvent = 0;
if (which & EV_RE)
theEvent |= FD_READ | FD_ACCEPT | FD_CLOSE;
if (which & EV_WR)
theEvent |= FD_WRITE | FD_CONNECT;
// This is a little bit of a hack, because we are assuming that the caller
// is actually putting a UInt32 in the void*, not a void*, and we are also
// assuming caller is not using the 0 - WM_USER range of values, but
// both of these things are true in the EventContext.cpp code, and this
// mechanism of passing around cookies is just too convienent to ignore.
unsigned int theMsg = (unsigned int)(req->er_data);
return ::WSAAsyncSelect(req->er_handle, sMsgWindow, theMsg, theEvent);
}
int select_waitevent(struct eventreq *req, void* /*onlyForMacOSX*/)
{
if (sMsgWindow == NULL)
{
//
// This is the first time we've called this function. Do our
// window initialization now.
// We basically just want the simplest window possible.
WNDCLASSEX theWndClass;
theWndClass.cbSize = sizeof(theWndClass);
theWndClass.style = 0;
theWndClass.lpfnWndProc = &select_wndproc;
theWndClass.cbClsExtra = 0;
theWndClass.cbWndExtra = 0;
theWndClass.hInstance = NULL;
theWndClass.hIcon = NULL;
theWndClass.hCursor = NULL;
theWndClass.hbrBackground = NULL;
theWndClass.lpszMenuName = NULL;
theWndClass.lpszClassName = "DarwinStreamingServerWindow";
theWndClass.hIconSm = NULL;
ATOM theWndAtom = ::RegisterClassEx(&theWndClass);
Assert(theWndAtom != NULL);
if (theWndAtom == NULL)
::exit(-1); // Poor error recovery, but this should never happen.
sMsgWindow = ::CreateWindow( "DarwinStreamingServerWindow", // Window class name
"DarwinStreamingServerWindow", // Window title bar
WS_POPUP, // Window style ( a popup doesn't need a parent )
0, // x pos
0, // y pos
CW_USEDEFAULT, // default width
CW_USEDEFAULT, // default height
NULL, // No parent
NULL, // No menu handle
NULL, // Ignored on WinNT
NULL); // data for message proc. Who cares?
Assert(sMsgWindow != NULL);
if (sMsgWindow == NULL)
::exit(-1);
}
MSG theMessage;
//
// Get a message for my goofy window. 0, 0 indicates that we
// want any message for that window.
//
// Convienently, this function blocks until there is a message, so it works
// much like waitevent would on Mac OS X.
UInt32 theErr = ::GetMessage(&theMessage, sMsgWindow, 0, 0);
if (theErr > 0)
{
UInt32 theSelectErr = WSAGETSELECTERROR(theMessage.lParam);
UInt32 theEvent = WSAGETSELECTEVENT(theMessage.lParam);
req->er_handle = theMessage.wParam; // the wParam is the FD
req->er_eventbits = EV_RE; // WSA events & socket events don't map...
// but the server state machines never care
// what the event is anyway.
// we use the message # as our way of passing around the user data.
req->er_data = (void*)(theMessage.message);
//
// We should prevent this socket from getting events until modwatch is called.
(void)::WSAAsyncSelect(req->er_handle, sMsgWindow, 0, 0);
return 0;
}
else
{
//
// Do we ever get WM_QUIT messages? Can there ever be an error?
Assert(0);
return EINTR;
}
}
LRESULT CALLBACK select_wndproc(HWND /*inWIndow*/, UINT inMsg, WPARAM /*inParam*/, LPARAM /*inOtherParam*/)
{
// If we don't return true for this message, window creation will not proceed
if (inMsg == WM_NCCREATE)
return TRUE;
// All other messages we can ignore and return 0
return 0;
}