/* 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_SOCKET 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 #define UV_HANDLE_TCP_SOCKET_CLOSED 0x20000000 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 tcp_connection); int uv_tcp_duplicate_socket(uv_tcp_t* handle, int pid, LPWSAPROTOCOL_INFOW protocol_info); void uv_tcp_close(uv_tcp_t* tcp); /* * 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; /* Whether there are any non-IFS LSPs stacked on TCP */ extern int uv_tcp_non_ifs_lsp_ipv4; extern int uv_tcp_non_ifs_lsp_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_; #endif /* UV_WIN_INTERNAL_H_ */