Add even more of the source
This should be about everything needed to build so far?
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188
CommonUtilitiesLib/win32ev.cpp
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188
CommonUtilitiesLib/win32ev.cpp
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/*
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*
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* @APPLE_LICENSE_HEADER_START@
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*
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* Copyright (c) 1999-2008 Apple Inc. All Rights Reserved.
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*
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* This file contains Original Code and/or Modifications of Original Code
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* as defined in and that are subject to the Apple Public Source License
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* Version 2.0 (the 'License'). You may not use this file except in
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* compliance with the License. Please obtain a copy of the License at
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* http://www.opensource.apple.com/apsl/ and read it before using this
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* file.
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*
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* The Original Code and all software distributed under the License are
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* distributed on an 'AS IS' basis, WITHOUT WARRANTY OF ANY KIND, EITHER
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* EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE, QUIET ENJOYMENT OR NON-INFRINGEMENT.
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* Please see the License for the specific language governing rights and
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* limitations under the License.
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*
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* @APPLE_LICENSE_HEADER_END@
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*
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*/
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/*
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File: win32ev.cpp
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Contains: WSA implementation of socket event queue functions.
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Written By: Denis Serenyi
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*/
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#include "ev.h"
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#include "OSHeaders.h"
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#include "OSThread.h"
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#include "MyAssert.h"
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//
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// You have to create a window to get socket events? What's up with that?
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static HWND sMsgWindow = NULL;
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//
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LRESULT CALLBACK select_wndproc(HWND inWIndow, UINT inMsg, WPARAM inParam, LPARAM inOtherParam);
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void select_startevents()
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{
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//
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// This call occurs from the main thread. In Win32, apparently, you
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// have to create your WSA window from the same thread that calls GetMessage.
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// So, we have to create the window from select_waitevent
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}
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int select_removeevent(int /*which*/)
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{
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//
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// Not needed for WSA.
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return 0;
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}
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int select_watchevent(struct eventreq *req, int which)
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{
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return select_modwatch(req, which);
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}
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int select_modwatch(struct eventreq *req, int which)
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{
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//
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// If our WSAAsyncSelect window is not constructed yet, wait
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// until it is construected. The window gets constructed when the server
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// is done starting up, so this should only happen when select_modwatch
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// is being called as the server is starting up.
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while (sMsgWindow == NULL)
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OSThread::Sleep(10);
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// Convert EV_RE and EV_WR to the proper WSA event codes.
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// WSA event codes are more specific than what POSIX provides, so
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// just wait on any kind of read related event for EV_RE, same for EV_WR
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SInt32 theEvent = 0;
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if (which & EV_RE)
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theEvent |= FD_READ | FD_ACCEPT | FD_CLOSE;
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if (which & EV_WR)
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theEvent |= FD_WRITE | FD_CONNECT;
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// This is a little bit of a hack, because we are assuming that the caller
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// is actually putting a UInt32 in the void*, not a void*, and we are also
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// assuming caller is not using the 0 - WM_USER range of values, but
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// both of these things are true in the EventContext.cpp code, and this
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// mechanism of passing around cookies is just too convienent to ignore.
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unsigned int theMsg = (unsigned int)(req->er_data);
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return ::WSAAsyncSelect(req->er_handle, sMsgWindow, theMsg, theEvent);
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}
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int select_waitevent(struct eventreq *req, void* /*onlyForMacOSX*/)
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{
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if (sMsgWindow == NULL)
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{
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//
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// This is the first time we've called this function. Do our
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// window initialization now.
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// We basically just want the simplest window possible.
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WNDCLASSEX theWndClass;
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theWndClass.cbSize = sizeof(theWndClass);
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theWndClass.style = 0;
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theWndClass.lpfnWndProc = &select_wndproc;
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theWndClass.cbClsExtra = 0;
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theWndClass.cbWndExtra = 0;
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theWndClass.hInstance = NULL;
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theWndClass.hIcon = NULL;
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theWndClass.hCursor = NULL;
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theWndClass.hbrBackground = NULL;
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theWndClass.lpszMenuName = NULL;
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theWndClass.lpszClassName = "DarwinStreamingServerWindow";
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theWndClass.hIconSm = NULL;
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ATOM theWndAtom = ::RegisterClassEx(&theWndClass);
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Assert(theWndAtom != NULL);
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if (theWndAtom == NULL)
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::exit(-1); // Poor error recovery, but this should never happen.
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sMsgWindow = ::CreateWindow( "DarwinStreamingServerWindow", // Window class name
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"DarwinStreamingServerWindow", // Window title bar
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WS_POPUP, // Window style ( a popup doesn't need a parent )
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0, // x pos
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0, // y pos
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CW_USEDEFAULT, // default width
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CW_USEDEFAULT, // default height
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NULL, // No parent
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NULL, // No menu handle
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NULL, // Ignored on WinNT
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NULL); // data for message proc. Who cares?
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Assert(sMsgWindow != NULL);
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if (sMsgWindow == NULL)
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::exit(-1);
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}
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MSG theMessage;
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//
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// Get a message for my goofy window. 0, 0 indicates that we
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// want any message for that window.
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//
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// Convienently, this function blocks until there is a message, so it works
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// much like waitevent would on Mac OS X.
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UInt32 theErr = ::GetMessage(&theMessage, sMsgWindow, 0, 0);
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if (theErr > 0)
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{
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UInt32 theSelectErr = WSAGETSELECTERROR(theMessage.lParam);
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UInt32 theEvent = WSAGETSELECTEVENT(theMessage.lParam);
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req->er_handle = theMessage.wParam; // the wParam is the FD
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req->er_eventbits = EV_RE; // WSA events & socket events don't map...
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// but the server state machines never care
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// what the event is anyway.
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// we use the message # as our way of passing around the user data.
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req->er_data = (void*)(theMessage.message);
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//
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// We should prevent this socket from getting events until modwatch is called.
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(void)::WSAAsyncSelect(req->er_handle, sMsgWindow, 0, 0);
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return 0;
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}
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else
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{
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//
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// Do we ever get WM_QUIT messages? Can there ever be an error?
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Assert(0);
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return EINTR;
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}
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}
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LRESULT CALLBACK select_wndproc(HWND /*inWIndow*/, UINT inMsg, WPARAM /*inParam*/, LPARAM /*inOtherParam*/)
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{
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// If we don't return true for this message, window creation will not proceed
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if (inMsg == WM_NCCREATE)
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return TRUE;
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// All other messages we can ignore and return 0
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return 0;
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}
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