DECLARE_NO_COPY_CLASS(wxSocketState)
};
+// Conditionally make the socket non-blocking for the lifetime of this object.
+class wxSocketUnblocker
+{
+public:
+ wxSocketUnblocker(GSocket *socket, bool unblock = true)
+ : m_socket(socket),
+ m_unblock(unblock)
+ {
+ if ( m_unblock )
+ m_socket->SetNonBlocking(true);
+ }
+
+ ~wxSocketUnblocker()
+ {
+ if ( m_unblock )
+ m_socket->SetNonBlocking(false);
+ }
+
+private:
+ GSocket * const m_socket;
+ bool m_unblock;
+
+ DECLARE_NO_COPY_CLASS(wxSocketUnblocker)
+};
+
// ============================================================================
// GSocketManager
// ============================================================================
{
Init();
- m_flags = flags;
- m_type = type;
+ SetFlags(flags);
+
+ m_type = type;
}
wxSocketBase::~wxSocketBase()
// Mask read events
m_reading = true;
- m_lcount = _Read(buffer, nbytes);
+ m_lcount = DoRead(buffer, nbytes);
// If in wxSOCKET_WAITALL mode, all bytes should have been read.
if (m_flags & wxSOCKET_WAITALL)
return *this;
}
-wxUint32 wxSocketBase::_Read(void* buffer_, wxUint32 nbytes)
+wxUint32 wxSocketBase::DoRead(void* buffer_, wxUint32 nbytes)
{
- char *buffer = (char *)buffer_;
-
- int total;
+ // We use pointer arithmetic here which doesn't work with void pointers.
+ char *buffer = static_cast<char *>(buffer_);
- // Try the pushback buffer first
- total = GetPushback(buffer, nbytes, false);
+ // Try the push back buffer first, even before checking whether the socket
+ // is valid to allow reading previously pushed back data from an already
+ // closed socket.
+ wxUint32 total = GetPushback(buffer, nbytes, false);
nbytes -= total;
- buffer = (char *)buffer + total;
+ buffer += total;
- // Return now in one of the following cases:
- // - the socket is invalid,
- // - we got all the data
- if ( !m_socket ||
- !nbytes )
+ // If it's indeed closed or if read everything, there is nothing more to do.
+ if ( !m_socket || !nbytes )
return total;
- // Possible combinations (they are checked in this order)
- // wxSOCKET_NOWAIT
- // wxSOCKET_WAITALL (with or without wxSOCKET_BLOCK)
- // wxSOCKET_BLOCK
- // wxSOCKET_NONE
- //
- int ret;
- if (m_flags & wxSOCKET_NOWAIT)
- {
- m_socket->SetNonBlocking(1);
- ret = m_socket->Read(buffer, nbytes);
- m_socket->SetNonBlocking(0);
+ wxCHECK_MSG( buffer, 0, "NULL buffer" );
+
+ // wxSOCKET_NOWAIT overrides all the other flags and means that we are
+ // polling the socket and don't block at all.
+ if ( m_flags & wxSOCKET_NOWAIT )
+ {
+ wxSocketUnblocker unblock(m_socket);
+ int ret = m_socket->Read(buffer, nbytes);
if ( ret < 0 )
return 0;
{
for ( ;; )
{
- // dispatch events unless disabled
+ // Wait until socket becomes ready for reading dispatching the GUI
+ // events in the meanwhile unless wxSOCKET_BLOCK was explicitly
+ // specified to disable this.
if ( !(m_flags & wxSOCKET_BLOCK) && !WaitForRead() )
break;
- ret = m_socket->Read(buffer, nbytes);
+ const int ret = m_socket->Read(buffer, nbytes);
if ( ret == 0 )
{
// for connection-oriented (e.g. TCP) sockets we can only read
total += ret;
- // if wxSOCKET_WAITALL is not set, we can leave now as we did read
- // something
+ // If wxSOCKET_WAITALL is not set, we can leave now as we did read
+ // something and we don't need to wait for all nbytes bytes to be
+ // read.
if ( !(m_flags & wxSOCKET_WAITALL) )
break;
- // otherwise check if read the maximal requested amount of data
+ // Otherwise continue reading until we do read everything.
nbytes -= ret;
if ( !nbytes )
break;
- // we didn't, so continue reading
- buffer = (char *)buffer + ret;
+ buffer += ret;
}
}
old_flags = m_flags;
SetFlags((m_flags & wxSOCKET_BLOCK) | wxSOCKET_WAITALL);
- if (_Read(&msg, sizeof(msg)) != sizeof(msg))
+ if (DoRead(&msg, sizeof(msg)) != sizeof(msg))
goto exit;
sig = (wxUint32)msg.sig[0];
// Don't attempt to read if the msg was zero bytes long.
if (len)
{
- total = _Read(buffer, len);
+ total = DoRead(buffer, len);
if (total != len)
goto exit;
do
{
discard_len = ((len2 > MAX_DISCARD_SIZE)? MAX_DISCARD_SIZE : len2);
- discard_len = _Read(discard_buffer, (wxUint32)discard_len);
+ discard_len = DoRead(discard_buffer, (wxUint32)discard_len);
len2 -= (wxUint32)discard_len;
}
while ((discard_len > 0) && len2);
if (len2 != 0)
goto exit;
}
- if (_Read(&msg, sizeof(msg)) != sizeof(msg))
+ if (DoRead(&msg, sizeof(msg)) != sizeof(msg))
goto exit;
sig = (wxUint32)msg.sig[0];
// Mask read events
m_reading = true;
- m_lcount = _Read(buffer, nbytes);
+ m_lcount = DoRead(buffer, nbytes);
Pushback(buffer, m_lcount);
// If in wxSOCKET_WAITALL mode, all bytes should have been read.
// Mask write events
m_writing = true;
- m_lcount = _Write(buffer, nbytes);
+ m_lcount = DoWrite(buffer, nbytes);
// If in wxSOCKET_WAITALL mode, all bytes should have been written.
if (m_flags & wxSOCKET_WAITALL)
return *this;
}
-wxUint32 wxSocketBase::_Write(const void *buffer_, wxUint32 nbytes)
+// This function is a mirror image of DoRead() except that it doesn't use the
+// push back buffer, please see comments there
+wxUint32 wxSocketBase::DoWrite(const void *buffer_, wxUint32 nbytes)
{
- const char *buffer = (const char *)buffer_;
+ const char *buffer = static_cast<const char *>(buffer_);
- wxUint32 total = 0;
-
- // If the socket is invalid or parameters are ill, return immediately
- if (!m_socket || !buffer || !nbytes)
+ // Return if there is nothing to read or the socket is (already?) closed.
+ if ( !m_socket || !nbytes )
return 0;
- // Possible combinations (they are checked in this order)
- // wxSOCKET_NOWAIT
- // wxSOCKET_WAITALL (with or without wxSOCKET_BLOCK)
- // wxSOCKET_BLOCK
- // wxSOCKET_NONE
- //
- int ret;
- if (m_flags & wxSOCKET_NOWAIT)
- {
- m_socket->SetNonBlocking(1);
- ret = m_socket->Write(buffer, nbytes);
- m_socket->SetNonBlocking(0);
+ wxCHECK_MSG( buffer, 0, "NULL buffer" );
- if (ret > 0)
- total = ret;
+ wxUint32 total = 0;
+ if ( m_flags & wxSOCKET_NOWAIT )
+ {
+ wxSocketUnblocker unblock(m_socket);
+ const int ret = m_socket->Write(buffer, nbytes);
+ if ( ret > 0 )
+ total += ret;
}
else // blocking socket
{
if ( !(m_flags & wxSOCKET_BLOCK) && !WaitForWrite() )
break;
- ret = m_socket->Write(buffer, nbytes);
-
- // see comments for similar logic for ret handling in _Read()
+ const int ret = m_socket->Write(buffer, nbytes);
if ( ret == 0 )
{
m_closed = true;
}
if ( ret < 0 )
- {
return 0;
- }
total += ret;
if ( !(m_flags & wxSOCKET_WAITALL) )
if ( !nbytes )
break;
- buffer = (const char *)buffer + ret;
+ buffer += ret;
}
}
msg.len[2] = (unsigned char) ((nbytes >> 16) & 0xff);
msg.len[3] = (unsigned char) ((nbytes >> 24) & 0xff);
- if (_Write(&msg, sizeof(msg)) < sizeof(msg))
+ if (DoWrite(&msg, sizeof(msg)) < sizeof(msg))
goto exit;
- total = _Write(buffer, nbytes);
+ total = DoWrite(buffer, nbytes);
if (total < nbytes)
goto exit;
msg.len[2] =
msg.len[3] = (char) 0;
- if ((_Write(&msg, sizeof(msg))) < sizeof(msg))
+ if ((DoWrite(&msg, sizeof(msg))) < sizeof(msg))
goto exit;
// everything was OK
do
{
- ret = _Read(buffer, MAX_DISCARD_SIZE);
+ ret = DoRead(buffer, MAX_DISCARD_SIZE);
total += ret;
}
while (ret == MAX_DISCARD_SIZE);
// timeout elapses. The polling loop runs the event loop so that
// this won't block the GUI.
-bool wxSocketBase::_Wait(long seconds,
- long milliseconds,
- wxSocketEventFlags flags)
+bool
+wxSocketBase::DoWait(long seconds, long milliseconds, wxSocketEventFlags flags)
{
- GSocketEventFlags result;
- long timeout; // in ms
+ wxCHECK_MSG( m_socket, false, "can't wait on invalid socket" );
- // Set this to true to interrupt ongoing waits
+ // This can be set to true from Interrupt() to exit this function a.s.a.p.
m_interrupt = false;
- // Check for valid socket
- if (!m_socket)
- return false;
-
- // Check for valid timeout value.
- if (seconds != -1)
- timeout = seconds * 1000 + milliseconds;
- else
- timeout = m_timeout * 1000;
- // Get the active event loop
- wxEventLoopBase * const eventLoop = wxEventLoop::GetActive();
+ // Use either the provided timeout or the default timeout value associated
+ // with this socket.
+ //
+ // TODO: allow waiting forever, see #9443
+ const long timeout = seconds == -1 ? m_timeout * 1000
+ : seconds * 1000 + milliseconds;
+ const wxMilliClock_t timeEnd = wxGetLocalTimeMillis() + timeout;
+
+ // Get the active event loop which we'll use for the message dispatching
+ // when running in the main thread
+ wxEventLoopBase *eventLoop;
+ if ( wxIsMainThread() )
+ {
+ eventLoop = wxEventLoop::GetActive();
#ifdef __WXMSW__
- wxASSERT_MSG( !wxIsMainThread() || eventLoop,
- "Sockets won't work without a running event loop" );
+ wxASSERT_MSG( eventLoop,
+ "Sockets won't work without a running event loop" );
#endif // __WXMSW__
-
- // Wait in an active polling loop.
- //
- // NOTE: We duplicate some of the code in OnRequest, but this doesn't
- // hurt. It has to be here because the (GSocket) event might arrive
- // a bit delayed, and it has to be in OnRequest as well because we
- // don't know whether the Wait functions are being used.
- //
- // Do this at least once (important if timeout == 0, when
- // we are just polling). Also, if just polling, do not yield.
-
- const wxMilliClock_t time_limit = wxGetLocalTimeMillis() + timeout;
- bool done = false;
- bool valid_result = false;
-
- if (!eventLoop)
+ }
+ else // in worker thread
{
- // This is used to avoid a busy loop on wxBase - having a select
- // timeout of 50 ms per iteration should be enough.
- if (timeout > 50)
- m_socket->SetTimeout(50);
- else
- m_socket->SetTimeout(timeout);
+ // We never dispatch messages from threads other than the main one.
+ eventLoop = NULL;
}
- while (!done)
+ // Wait in an active polling loop: notice that the loop is executed at
+ // least once, even if timeout is 0 (i.e. polling).
+ bool gotEvent = false;
+ for ( ;; )
{
- result = m_socket->Select(flags | GSOCK_LOST_FLAG);
-
- // Incoming connection (server) or connection established (client)
- if (result & GSOCK_CONNECTION_FLAG)
+ // We always stop waiting when the connection is lost as it doesn't
+ // make sense to continue further, even if GSOCK_LOST_FLAG is not
+ // specified in flags to wait for.
+ const GSocketEventFlags
+ result = m_socket->Select(flags | GSOCK_LOST_FLAG);
+
+ // Incoming connection (server) or connection established (client)?
+ if ( result & GSOCK_CONNECTION_FLAG )
{
m_connected = true;
m_establishing = false;
- valid_result = true;
+ gotEvent = true;
break;
}
- // Data available or output buffer ready
- if ((result & GSOCK_INPUT_FLAG) || (result & GSOCK_OUTPUT_FLAG))
+ // Data available or output buffer ready?
+ if ( (result & GSOCK_INPUT_FLAG) || (result & GSOCK_OUTPUT_FLAG) )
{
- valid_result = true;
+ gotEvent = true;
break;
}
// Connection lost
- if (result & GSOCK_LOST_FLAG)
+ if ( result & GSOCK_LOST_FLAG )
{
m_connected = false;
m_establishing = false;
- valid_result = ((flags & GSOCK_LOST_FLAG) != 0);
+ if ( flags & GSOCK_LOST_FLAG )
+ gotEvent = true;
break;
}
+ if ( m_interrupt )
+ break;
+
// Wait more?
- long time_left = wxMilliClockToLong(time_limit - wxGetLocalTimeMillis());
- if ((!timeout) || (time_left <= 0) || (m_interrupt))
- done = true;
- else
+ const wxMilliClock_t timeNow = wxGetLocalTimeMillis();
+ if ( timeNow >= timeEnd )
+ break;
+
+ if ( eventLoop )
{
- if (eventLoop)
- {
- // from the main thread itself we have to run the event loop to
- // let the events (including the GUI events and the low-level
- // (not wxWidgets) events from GSocket) be processed but from
- // another thread it is enough to just call wxThread::Yield()
- // which will give away the rest of our time slice: the
- // explanation is that the events will be processed by the main
- // thread anyhow, but we don't want to eat the CPU time
- // uselessly while sitting in the loop waiting for the data
- if ( wxIsMainThread() )
- {
- if ( eventLoop->Pending() )
- eventLoop->Dispatch();
- }
+ // Dispatch the events when we run in the main thread and have an
+ // active event loop: without this sockets don't work at all under
+ // MSW as socket flags are only updated when socket messages are
+ // processed.
+ if ( eventLoop->Pending() )
+ eventLoop->Dispatch();
+ }
#if wxUSE_THREADS
- else
- wxThread::Yield();
-#endif // wxUSE_THREADS
- }
- else
- {
- // If there's less than 50 ms left, just call select with that timeout.
- if (time_left < 50)
- m_socket->SetTimeout(time_left);
- }
+ else // no event loop or waiting in another thread
+ {
+ // We're busy waiting but at least give up the rest of our current
+ // time slice.
+ wxThread::Yield();
}
+#endif // wxUSE_THREADS
}
- // Set timeout back to original value (we overwrote it for polling)
- if (!eventLoop)
- m_socket->SetTimeout(m_timeout*1000);
-
- return valid_result;
+ return gotEvent;
}
bool wxSocketBase::Wait(long seconds, long milliseconds)
{
- return _Wait(seconds, milliseconds, GSOCK_INPUT_FLAG |
- GSOCK_OUTPUT_FLAG |
- GSOCK_CONNECTION_FLAG |
- GSOCK_LOST_FLAG);
+ return DoWait(seconds, milliseconds,
+ GSOCK_INPUT_FLAG |
+ GSOCK_OUTPUT_FLAG |
+ GSOCK_CONNECTION_FLAG |
+ GSOCK_LOST_FLAG
+ );
}
bool wxSocketBase::WaitForRead(long seconds, long milliseconds)
{
- // Check pushback buffer before entering _Wait
- if (m_unread)
+ // Check pushback buffer before entering DoWait
+ if ( m_unread )
return true;
- // Note that GSOCK_INPUT_LOST has to be explicitly passed to
- // _Wait because of the semantics of WaitForRead: a return
- // value of true means that a GSocket_Read call will return
- // immediately, not that there is actually data to read.
-
- return _Wait(seconds, milliseconds, GSOCK_INPUT_FLAG | GSOCK_LOST_FLAG);
+ // Note that GSOCK_INPUT_LOST has to be explicitly passed to DoWait
+ // because of the semantics of WaitForRead: a return value of true means
+ // that a GSocket_Read call will return immediately, not that there is
+ // actually data to read.
+ return DoWait(seconds, milliseconds, GSOCK_INPUT_FLAG | GSOCK_LOST_FLAG);
}
bool wxSocketBase::WaitForWrite(long seconds, long milliseconds)
{
- return _Wait(seconds, milliseconds, GSOCK_OUTPUT_FLAG);
+ return DoWait(seconds, milliseconds, GSOCK_OUTPUT_FLAG | GSOCK_LOST_FLAG);
}
bool wxSocketBase::WaitForLost(long seconds, long milliseconds)
{
- return _Wait(seconds, milliseconds, GSOCK_LOST_FLAG);
+ return DoWait(seconds, milliseconds, GSOCK_LOST_FLAG);
}
// --------------------------------------------------------------------------
void wxSocketBase::SetFlags(wxSocketFlags flags)
{
+ // Do some sanity checking on the flags used: not all values can be used
+ // together.
+ wxASSERT_MSG( !(flags & wxSOCKET_NOWAIT) ||
+ !(flags & (wxSOCKET_WAITALL | wxSOCKET_BLOCK)),
+ "Using wxSOCKET_WAITALL or wxSOCKET_BLOCK with "
+ "wxSOCKET_NOWAIT doesn't make sense" );
+
m_flags = flags;
}
void wxSocketBase::OnRequest(wxSocketNotify notification)
{
- // NOTE: We duplicate some of the code in _Wait, but this doesn't
- // hurt. It has to be here because the (GSocket) event might arrive
- // a bit delayed, and it has to be in _Wait as well because we don't
- // know whether the Wait functions are being used.
-
switch(notification)
{
case wxSOCKET_CONNECTION:
wxUint32 wxSocketBase::GetPushback(void *buffer, wxUint32 size, bool peek)
{
+ wxCHECK_MSG( buffer, 0, "NULL buffer" );
+
if (!m_unrd_size)
return 0;
bool wxSocketServer::AcceptWith(wxSocketBase& sock, bool wait)
{
- GSocket *child_socket;
-
if (!m_socket)
return false;
// If wait == false, then the call should be nonblocking.
// When we are finished, we put the socket to blocking mode
// again.
-
- if (!wait)
- m_socket->SetNonBlocking(1);
-
- child_socket = m_socket->WaitConnection();
-
- if (!wait)
- m_socket->SetNonBlocking(0);
+ wxSocketUnblocker unblock(m_socket, !wait);
+ GSocket * const child_socket = m_socket->WaitConnection();
if (!child_socket)
return false;
bool wxSocketServer::WaitForAccept(long seconds, long milliseconds)
{
- return _Wait(seconds, milliseconds, GSOCK_CONNECTION_FLAG);
+ return DoWait(seconds, milliseconds, GSOCK_CONNECTION_FLAG);
}
bool wxSocketBase::GetOption(int level, int optname, void *optval, int *optlen)
const wxSockAddress* local,
bool wait)
{
- GSocketError err;
-
if (m_socket)
{
// Shutdown and destroy the socket
// If wait == false, then the call should be nonblocking. When we are
// finished, we put the socket to blocking mode again.
-
- if (!wait)
- m_socket->SetNonBlocking(1);
+ wxSocketUnblocker unblock(m_socket, !wait);
// Reuse makes sense for clients too, if we are trying to rebind to the same port
if (GetFlags() & wxSOCKET_REUSEADDR)
#endif
m_socket->SetPeer(addr_man.GetAddress());
- err = m_socket->Connect(GSOCK_STREAMED);
+ const GSocketError err = m_socket->Connect(GSOCK_STREAMED);
//this will register for callbacks - must be called after m_socket->m_fd was initialized
m_socket->Notify(m_notify);
- if (!wait)
- m_socket->SetNonBlocking(0);
-
if (err != GSOCK_NOERROR)
{
if (err == GSOCK_WOULDBLOCK)
bool wxSocketClient::WaitOnConnect(long seconds, long milliseconds)
{
- if (m_connected) // Already connected
+ if ( m_connected )
+ {
+ // this happens if the initial attempt to connect succeeded without
+ // blocking
return true;
+ }
- if (!m_establishing || !m_socket) // No connection in progress
- return false;
+ wxCHECK_MSG( m_establishing && m_socket, false,
+ "No connection establishment attempt in progress" );
- return _Wait(seconds, milliseconds, GSOCK_CONNECTION_FLAG |
- GSOCK_LOST_FLAG);
+ // we must specify GSOCK_LOST_FLAG here explicitly because we must return
+ // true if the connection establishment process is finished, whether it is
+ // over because we successfully connected or because we were not able to
+ // connect
+ return DoWait(seconds, milliseconds,
+ GSOCK_CONNECTION_FLAG | GSOCK_LOST_FLAG);
}
// ==========================================================================