Cleanup of wxSocket::_Wait():
- Rename to DoWait() to avoid symbols starting with underscores. - Added comments explaining how does it work. - Remove the pointless timeout manipulations: GSocket::Select() doesn't use timeout (any more?) anyhow. Also pass GSOCK_LOST_FLAG to DoWait() from WaitForWrite() for the same reasons it is done in WaitForRead(). git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@56275 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -714,160 +714,140 @@ wxSocketBase& wxSocketBase::Discard()
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// timeout elapses. The polling loop runs the event loop so that
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// this won't block the GUI.
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bool wxSocketBase::_Wait(long seconds,
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long milliseconds,
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wxSocketEventFlags flags)
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bool
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wxSocketBase::DoWait(long seconds, long milliseconds, wxSocketEventFlags flags)
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{
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GSocketEventFlags result;
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long timeout; // in ms
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wxCHECK_MSG( m_socket, false, "can't wait on invalid socket" );
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// Set this to true to interrupt ongoing waits
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// This can be set to true from Interrupt() to exit this function a.s.a.p.
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m_interrupt = false;
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// Check for valid socket
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if (!m_socket)
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return false;
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// Check for valid timeout value.
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if (seconds != -1)
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timeout = seconds * 1000 + milliseconds;
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else
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timeout = m_timeout * 1000;
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// Use either the provided timeout or the default timeout value associated
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// with this socket.
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//
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// TODO: allow waiting forever, see #9443
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const long timeout = seconds == -1 ? m_timeout * 1000
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: seconds * 1000 + milliseconds;
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const wxMilliClock_t timeEnd = wxGetLocalTimeMillis() + timeout;
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// Get the active event loop
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wxEventLoopBase * const eventLoop = wxEventLoop::GetActive();
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// Get the active event loop which we'll use for the message dispatching
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// when running in the main thread
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wxEventLoopBase *eventLoop;
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if ( wxIsMainThread() )
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{
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eventLoop = wxEventLoop::GetActive();
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#ifdef __WXMSW__
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wxASSERT_MSG( !wxIsMainThread() || eventLoop,
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"Sockets won't work without a running event loop" );
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wxASSERT_MSG( eventLoop,
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"Sockets won't work without a running event loop" );
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#endif // __WXMSW__
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// Wait in an active polling loop.
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//
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// NOTE: We duplicate some of the code in OnRequest, but this doesn't
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// hurt. It has to be here because the (GSocket) event might arrive
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// a bit delayed, and it has to be in OnRequest as well because we
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// don't know whether the Wait functions are being used.
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//
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// Do this at least once (important if timeout == 0, when
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// we are just polling). Also, if just polling, do not yield.
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const wxMilliClock_t time_limit = wxGetLocalTimeMillis() + timeout;
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bool done = false;
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bool valid_result = false;
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if (!eventLoop)
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}
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else // in worker thread
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{
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// This is used to avoid a busy loop on wxBase - having a select
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// timeout of 50 ms per iteration should be enough.
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if (timeout > 50)
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m_socket->SetTimeout(50);
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else
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m_socket->SetTimeout(timeout);
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// We never dispatch messages from threads other than the main one.
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eventLoop = NULL;
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}
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while (!done)
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// Wait in an active polling loop: notice that the loop is executed at
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// least once, even if timeout is 0 (i.e. polling).
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bool gotEvent = false;
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for ( ;; )
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{
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result = m_socket->Select(flags | GSOCK_LOST_FLAG);
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// We always stop waiting when the connection is lost as it doesn't
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// make sense to continue further, even if GSOCK_LOST_FLAG is not
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// specified in flags to wait for.
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const GSocketEventFlags
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result = m_socket->Select(flags | GSOCK_LOST_FLAG);
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// Incoming connection (server) or connection established (client)
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if (result & GSOCK_CONNECTION_FLAG)
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// Incoming connection (server) or connection established (client)?
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if ( result & GSOCK_CONNECTION_FLAG )
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{
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m_connected = true;
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m_establishing = false;
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valid_result = true;
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gotEvent = true;
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break;
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}
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// Data available or output buffer ready
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if ((result & GSOCK_INPUT_FLAG) || (result & GSOCK_OUTPUT_FLAG))
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// Data available or output buffer ready?
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if ( (result & GSOCK_INPUT_FLAG) || (result & GSOCK_OUTPUT_FLAG) )
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{
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valid_result = true;
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gotEvent = true;
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break;
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}
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// Connection lost
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if (result & GSOCK_LOST_FLAG)
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if ( result & GSOCK_LOST_FLAG )
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{
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m_connected = false;
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m_establishing = false;
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valid_result = ((flags & GSOCK_LOST_FLAG) != 0);
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if ( flags & GSOCK_LOST_FLAG )
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gotEvent = true;
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break;
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}
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if ( m_interrupt )
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break;
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// Wait more?
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long time_left = wxMilliClockToLong(time_limit - wxGetLocalTimeMillis());
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if ((!timeout) || (time_left <= 0) || (m_interrupt))
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done = true;
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else
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const wxMilliClock_t timeNow = wxGetLocalTimeMillis();
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if ( timeNow >= timeEnd )
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break;
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if ( eventLoop )
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{
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if (eventLoop)
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{
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// from the main thread itself we have to run the event loop to
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// let the events (including the GUI events and the low-level
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// (not wxWidgets) events from GSocket) be processed but from
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// another thread it is enough to just call wxThread::Yield()
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// which will give away the rest of our time slice: the
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// explanation is that the events will be processed by the main
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// thread anyhow, but we don't want to eat the CPU time
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// uselessly while sitting in the loop waiting for the data
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if ( wxIsMainThread() )
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{
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if ( eventLoop->Pending() )
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eventLoop->Dispatch();
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}
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#if wxUSE_THREADS
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else
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wxThread::Yield();
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#endif // wxUSE_THREADS
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}
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else
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{
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// If there's less than 50 ms left, just call select with that timeout.
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if (time_left < 50)
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m_socket->SetTimeout(time_left);
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}
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// Dispatch the events when we run in the main thread and have an
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// active event loop: without this sockets don't work at all under
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// MSW as socket flags are only updated when socket messages are
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// processed.
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if ( eventLoop->Pending() )
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eventLoop->Dispatch();
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}
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#if wxUSE_THREADS
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else // no event loop or waiting in another thread
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{
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// We're busy waiting but at least give up the rest of our current
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// time slice.
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wxThread::Yield();
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}
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#endif // wxUSE_THREADS
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}
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// Set timeout back to original value (we overwrote it for polling)
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if (!eventLoop)
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m_socket->SetTimeout(m_timeout*1000);
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return valid_result;
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return gotEvent;
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}
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bool wxSocketBase::Wait(long seconds, long milliseconds)
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{
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return _Wait(seconds, milliseconds, GSOCK_INPUT_FLAG |
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GSOCK_OUTPUT_FLAG |
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GSOCK_CONNECTION_FLAG |
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GSOCK_LOST_FLAG);
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return DoWait(seconds, milliseconds,
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GSOCK_INPUT_FLAG |
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GSOCK_OUTPUT_FLAG |
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GSOCK_CONNECTION_FLAG |
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GSOCK_LOST_FLAG
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);
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}
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bool wxSocketBase::WaitForRead(long seconds, long milliseconds)
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{
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// Check pushback buffer before entering _Wait
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if (m_unread)
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// Check pushback buffer before entering DoWait
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if ( m_unread )
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return true;
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// Note that GSOCK_INPUT_LOST has to be explicitly passed to
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// _Wait because of the semantics of WaitForRead: a return
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// value of true means that a GSocket_Read call will return
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// immediately, not that there is actually data to read.
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return _Wait(seconds, milliseconds, GSOCK_INPUT_FLAG | GSOCK_LOST_FLAG);
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// Note that GSOCK_INPUT_LOST has to be explicitly passed to DoWait
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// because of the semantics of WaitForRead: a return value of true means
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// that a GSocket_Read call will return immediately, not that there is
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// actually data to read.
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return DoWait(seconds, milliseconds, GSOCK_INPUT_FLAG | GSOCK_LOST_FLAG);
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}
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bool wxSocketBase::WaitForWrite(long seconds, long milliseconds)
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{
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return _Wait(seconds, milliseconds, GSOCK_OUTPUT_FLAG);
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return DoWait(seconds, milliseconds, GSOCK_OUTPUT_FLAG | GSOCK_LOST_FLAG);
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}
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bool wxSocketBase::WaitForLost(long seconds, long milliseconds)
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{
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return _Wait(seconds, milliseconds, GSOCK_LOST_FLAG);
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return DoWait(seconds, milliseconds, GSOCK_LOST_FLAG);
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}
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// --------------------------------------------------------------------------
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@@ -1002,11 +982,6 @@ void LINKAGEMODE wx_socket_callback(GSocket * WXUNUSED(socket),
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void wxSocketBase::OnRequest(wxSocketNotify notification)
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{
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// NOTE: We duplicate some of the code in _Wait, but this doesn't
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// hurt. It has to be here because the (GSocket) event might arrive
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// a bit delayed, and it has to be in _Wait as well because we don't
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// know whether the Wait functions are being used.
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switch(notification)
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{
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case wxSOCKET_CONNECTION:
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@@ -1241,7 +1216,7 @@ wxSocketBase *wxSocketServer::Accept(bool wait)
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bool wxSocketServer::WaitForAccept(long seconds, long milliseconds)
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{
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return _Wait(seconds, milliseconds, GSOCK_CONNECTION_FLAG);
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return DoWait(seconds, milliseconds, GSOCK_CONNECTION_FLAG);
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}
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bool wxSocketBase::GetOption(int level, int optname, void *optval, int *optlen)
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@@ -1411,14 +1386,22 @@ bool wxSocketClient::Connect(const wxSockAddress& addr_man,
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bool wxSocketClient::WaitOnConnect(long seconds, long milliseconds)
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{
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if (m_connected) // Already connected
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if ( m_connected )
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{
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// this happens if the initial attempt to connect succeeded without
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// blocking
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return true;
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}
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if (!m_establishing || !m_socket) // No connection in progress
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return false;
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wxCHECK_MSG( m_establishing && m_socket, false,
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"No connection establishment attempt in progress" );
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return _Wait(seconds, milliseconds, GSOCK_CONNECTION_FLAG |
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GSOCK_LOST_FLAG);
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// we must specify GSOCK_LOST_FLAG here explicitly because we must return
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// true if the connection establishment process is finished, whether it is
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// over because we successfully connected or because we were not able to
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// connect
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return DoWait(seconds, milliseconds,
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GSOCK_CONNECTION_FLAG | GSOCK_LOST_FLAG);
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}
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// ==========================================================================
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