libuv/src/win/timer.c
2014-09-05 16:59:18 +02:00

248 lines
7.1 KiB
C

/* 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.
*/
#include <assert.h>
#include <limits.h>
#include "uv.h"
#include "internal.h"
#include "tree.h"
#include "handle-inl.h"
void uv_update_time(uv_loop_t* loop) {
DWORD ticks;
ULARGE_INTEGER time;
ticks = GetTickCount();
time.QuadPart = loop->time;
/* GetTickCount() can conceivably wrap around, so when the current tick
* count is lower than the last tick count, we'll assume it has wrapped.
* uv_poll must make sure that the timer can never overflow more than
* once between two subsequent uv_update_time calls.
*/
time.LowPart = ticks;
if (ticks < loop->last_tick_count)
time.HighPart++;
/* Remember the last tick count. */
loop->last_tick_count = ticks;
/* The GetTickCount() resolution isn't too good. Sometimes it'll happen
* that GetQueuedCompletionStatus() or GetQueuedCompletionStatusEx() has
* waited for a couple of ms but this is not reflected in the GetTickCount
* result yet. Therefore whenever GetQueuedCompletionStatus times out
* we'll add the number of ms that it has waited to the current loop time.
* When that happened the loop time might be a little ms farther than what
* we've just computed, and we shouldn't update the loop time.
*/
if (loop->time < time.QuadPart)
loop->time = time.QuadPart;
}
void uv__time_forward(uv_loop_t* loop, uint64_t msecs) {
loop->time += msecs;
}
static int uv_timer_compare(uv_timer_t* a, uv_timer_t* b) {
if (a->due < b->due)
return -1;
if (a->due > b->due)
return 1;
/*
* compare start_id when both has the same due. start_id is
* allocated with loop->timer_counter in uv_timer_start().
*/
if (a->start_id < b->start_id)
return -1;
if (a->start_id > b->start_id)
return 1;
return 0;
}
RB_GENERATE_STATIC(uv_timer_tree_s, uv_timer_s, tree_entry, uv_timer_compare);
int uv_timer_init(uv_loop_t* loop, uv_timer_t* handle) {
uv__handle_init(loop, (uv_handle_t*) handle, UV_TIMER);
handle->timer_cb = NULL;
handle->repeat = 0;
return 0;
}
void uv_timer_endgame(uv_loop_t* loop, uv_timer_t* handle) {
if (handle->flags & UV__HANDLE_CLOSING) {
assert(!(handle->flags & UV_HANDLE_CLOSED));
uv__handle_close(handle);
}
}
static uint64_t get_clamped_due_time(uint64_t loop_time, uint64_t timeout) {
uint64_t clamped_timeout;
clamped_timeout = loop_time + timeout;
if (clamped_timeout < timeout)
clamped_timeout = (uint64_t) -1;
return clamped_timeout;
}
int uv_timer_start(uv_timer_t* handle, uv_timer_cb timer_cb, uint64_t timeout,
uint64_t repeat) {
uv_loop_t* loop = handle->loop;
uv_timer_t* old;
if (timer_cb == NULL)
return UV_EINVAL;
if (handle->flags & UV_HANDLE_ACTIVE) {
RB_REMOVE(uv_timer_tree_s, &loop->timers, handle);
}
handle->timer_cb = timer_cb;
handle->due = get_clamped_due_time(loop->time, timeout);
handle->repeat = repeat;
handle->flags |= UV_HANDLE_ACTIVE;
uv__handle_start(handle);
/* start_id is the second index to be compared in uv__timer_cmp() */
handle->start_id = handle->loop->timer_counter++;
old = RB_INSERT(uv_timer_tree_s, &loop->timers, handle);
assert(old == NULL);
return 0;
}
int uv_timer_stop(uv_timer_t* handle) {
uv_loop_t* loop = handle->loop;
if (!(handle->flags & UV_HANDLE_ACTIVE))
return 0;
RB_REMOVE(uv_timer_tree_s, &loop->timers, handle);
handle->flags &= ~UV_HANDLE_ACTIVE;
uv__handle_stop(handle);
return 0;
}
int uv_timer_again(uv_timer_t* handle) {
/* If timer_cb is NULL that means that the timer was never started. */
if (!handle->timer_cb) {
return UV_EINVAL;
}
if (handle->repeat) {
uv_timer_stop(handle);
uv_timer_start(handle, handle->timer_cb, handle->repeat, handle->repeat);
}
return 0;
}
void uv_timer_set_repeat(uv_timer_t* handle, uint64_t repeat) {
assert(handle->type == UV_TIMER);
handle->repeat = repeat;
}
uint64_t uv_timer_get_repeat(const uv_timer_t* handle) {
assert(handle->type == UV_TIMER);
return handle->repeat;
}
DWORD uv__next_timeout(const uv_loop_t* loop) {
uv_timer_t* timer;
int64_t delta;
/* Check if there are any running timers
* Need to cast away const first, since RB_MIN doesn't know what we are
* going to do with this return value, it can't be marked const
*/
timer = RB_MIN(uv_timer_tree_s, &((uv_loop_t*)loop)->timers);
if (timer) {
delta = timer->due - loop->time;
if (delta >= UINT_MAX >> 1) {
/* A timeout value of UINT_MAX means infinite, so that's no good. But
* more importantly, there's always the risk that GetTickCount wraps.
* uv_update_time can detect this, but we must make sure that the
* tick counter never overflows twice between two subsequent
* uv_update_time calls. We do this by never sleeping more than half
* the time it takes to wrap the counter - which is huge overkill,
* but hey, it's not so bad to wake up every 25 days.
*/
return UINT_MAX >> 1;
} else if (delta < 0) {
/* Negative timeout values are not allowed */
return 0;
} else {
return (DWORD)delta;
}
} else {
/* No timers */
return INFINITE;
}
}
void uv_process_timers(uv_loop_t* loop) {
uv_timer_t* timer;
/* Call timer callbacks */
for (timer = RB_MIN(uv_timer_tree_s, &loop->timers);
timer != NULL && timer->due <= loop->time;
timer = RB_MIN(uv_timer_tree_s, &loop->timers)) {
RB_REMOVE(uv_timer_tree_s, &loop->timers, timer);
if (timer->repeat != 0) {
/* If it is a repeating timer, reschedule with repeat timeout. */
timer->due = get_clamped_due_time(timer->due, timer->repeat);
if (timer->due < loop->time) {
timer->due = loop->time;
}
if (RB_INSERT(uv_timer_tree_s, &loop->timers, timer) != NULL) {
uv_fatal_error(ERROR_INVALID_DATA, "RB_INSERT");
}
} else {
/* If non-repeating, mark the timer as inactive. */
timer->flags &= ~UV_HANDLE_ACTIVE;
uv__handle_stop(timer);
}
timer->timer_cb((uv_timer_t*) timer);
}
}