// License: see wxWindows license
/////////////////////////////////////////////////////////////////////////////
+// ==========================================================================
+// Declarations
+// ==========================================================================
+
#ifdef __GNUG__
#pragma implementation "socket.h"
#endif
#if wxUSE_SOCKETS
-// ==========================================================================
-// Headers and constants
-// ==========================================================================
-
#include "wx/app.h"
#include "wx/defs.h"
#include "wx/object.h"
#include "wx/sckaddr.h"
#include "wx/socket.h"
+// --------------------------------------------------------------------------
+// macros and constants
+// --------------------------------------------------------------------------
// discard buffer
#define MAX_DISCARD_SIZE (10 * 1024)
-// what to do within waits
+// what to do within waits: in wxBase we don't do anything as we don't have
+// the event loop anyhow (for now). In GUI apps we have 2 cases: from the main
+// thread itself we have to call wxYield() to let the events (including the
+// GUI events and the low-level (not wxWindows) events from GSocket) be
+// processed. 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, without calling
+// wxYield(), but we don't want to eat the CPU time uselessly while sitting
+// in the loop waiting for the data
#if wxUSE_GUI
- #define PROCESS_EVENTS() wxYield()
-#else
- #define PROCESS_EVENTS()
-#endif
-
-// use wxPostEvent or not
-#define USE_DELAYED_EVENTS 1
-
+ #if wxUSE_THREADS
+ #define PROCESS_EVENTS() \
+ { \
+ if ( wxThread::IsMain() ) \
+ wxYield(); \
+ else \
+ wxThread::Yield(); \
+ }
+ #else // !wxUSE_THREADS
+ #define PROCESS_EVENTS() wxYield()
+ #endif // wxUSE_THREADS/!wxUSE_THREADS
+#else // !wxUSE_GUI
+ #define PROCESS_EVENTS()
+#endif // wxUSE_GUI/!wxUSE_GUI
// --------------------------------------------------------------------------
-// ClassInfos
+// wxWin macros
// --------------------------------------------------------------------------
IMPLEMENT_CLASS(wxSocketBase, wxObject)
IMPLEMENT_CLASS(wxDatagramSocket, wxSocketBase)
IMPLEMENT_DYNAMIC_CLASS(wxSocketEvent, wxEvent)
+// --------------------------------------------------------------------------
+// private classes
+// --------------------------------------------------------------------------
+
class wxSocketState : public wxObject
{
public:
- bool m_notify_state;
- wxSocketEventFlags m_neededreq;
wxSocketFlags m_flags;
+ wxSocketEventFlags m_eventmask;
+ bool m_notify;
+ void *m_clientData;
+#if WXWIN_COMPATIBILITY
wxSocketBase::wxSockCbk m_cbk;
char *m_cdata;
+#endif // WXWIN_COMPATIBILITY
public:
wxSocketState() : wxObject() {}
};
-
// ==========================================================================
// wxSocketBase
// ==========================================================================
m_id = -1;
m_handler = NULL;
m_clientData = NULL;
- m_notify_state = FALSE;
- m_neededreq = 0;
+ m_notify = FALSE;
+ m_eventmask = 0;
+#if WXWIN_COMPATIBILITY
m_cbk = NULL;
m_cdata = NULL;
+#endif // WXWIN_COMPATIBILITY
}
wxSocketBase::wxSocketBase()
// Shutdown and close the socket
Close();
+ // Supress events from now on
+ Notify(FALSE);
+
#if wxUSE_GUI
- if ( wxPendingDelete.Member(this) )
- wxPendingDelete.Append(this);
+ if ( !wxPendingDelete.Member(this) )
+ wxPendingDelete.Append(this);
#else
delete this;
#endif
return TRUE;
}
-
// --------------------------------------------------------------------------
-// Basic IO operations
+// Basic IO calls
// --------------------------------------------------------------------------
// The following IO operations update m_error and m_lcount:
bool wxSocketBase::Close()
{
// Interrupt pending waits
- InterruptAllWaits();
+ InterruptWait();
if (m_socket)
{
nbytes -= total;
buffer = (char *)buffer + total;
- // If the socket is invalid or we got all the data, return now
- if (!m_socket || !nbytes)
+ // Return now in one of the following cases:
+ // - the socket is invalid,
+ // - we got all the data,
+ // - we got *some* data and we are not using wxSOCKET_WAITALL.
+ if ( !m_socket ||
+ !nbytes ||
+ ((total != 0) && !(m_flags & wxSOCKET_WAITALL)) )
return total;
// Possible combinations (they are checked in this order)
// wxSOCKET_NOWAIT
- // wxSOCKET_WAITALL | wxSOCKET_BLOCK
- // wxSOCKET_WAITALL
+ // wxSOCKET_WAITALL (with or without wxSOCKET_BLOCK)
// wxSOCKET_BLOCK
// wxSOCKET_NONE
//
if (m_flags & wxSOCKET_NOWAIT)
{
- GSocket_SetNonBlocking(m_socket, TRUE);
+ GSocket_SetNonBlocking(m_socket, 1);
ret = GSocket_Read(m_socket, (char *)buffer, nbytes);
- GSocket_SetNonBlocking(m_socket, FALSE);
+ GSocket_SetNonBlocking(m_socket, 0);
if (ret > 0)
total += ret;
}
- else if (m_flags & wxSOCKET_WAITALL)
+ else
{
- while (ret > 0 && nbytes > 0)
+ bool more = TRUE;
+
+ while (more)
{
- if (!(m_flags & wxSOCKET_BLOCK) && !WaitForRead())
- break;
+ if ( !(m_flags & wxSOCKET_BLOCK) && !WaitForRead() )
+ break;
ret = GSocket_Read(m_socket, (char *)buffer, nbytes);
nbytes -= ret;
buffer = (char *)buffer + ret;
}
- }
- }
- else
- {
- if ((m_flags & wxSOCKET_BLOCK) || WaitForRead())
- {
- ret = GSocket_Read(m_socket, (char *)buffer, nbytes);
- if (ret > 0)
- total += ret;
+ // If we got here and wxSOCKET_WAITALL is not set, we can leave
+ // now. Otherwise, wait until we recv all the data or until there
+ // is an error.
+ //
+ more = (ret > 0 && nbytes > 0 && (m_flags & wxSOCKET_WAITALL));
}
}
if (sig != 0xfeeddead)
{
- wxLogWarning( _("wxSocket: invalid signature in ReadMsg."));
+ wxLogWarning(_("wxSocket: invalid signature in ReadMsg."));
goto exit;
}
if (sig != 0xdeadfeed)
{
- wxLogWarning( _("wxSocket: invalid signature in ReadMsg."));
+ wxLogWarning(_("wxSocket: invalid signature in ReadMsg."));
goto exit;
}
wxUint32 total = 0;
int ret = 1;
- // If the socket is invalid, return immediately
- if (!m_socket)
+ // If the socket is invalid or parameters are ill, return immediately
+ if (!m_socket || !buffer || !nbytes)
return 0;
// Possible combinations (they are checked in this order)
// wxSOCKET_NOWAIT
- // wxSOCKET_WAITALL | wxSOCKET_BLOCK
- // wxSOCKET_WAITALL
+ // wxSOCKET_WAITALL (with or without wxSOCKET_BLOCK)
// wxSOCKET_BLOCK
// wxSOCKET_NONE
//
if (m_flags & wxSOCKET_NOWAIT)
{
- GSocket_SetNonBlocking(m_socket, TRUE);
+ GSocket_SetNonBlocking(m_socket, 1);
ret = GSocket_Write(m_socket, (const char *)buffer, nbytes);
- GSocket_SetNonBlocking(m_socket, FALSE);
+ GSocket_SetNonBlocking(m_socket, 0);
if (ret > 0)
total = ret;
}
- else if (m_flags & wxSOCKET_WAITALL)
+ else
{
- while (ret > 0 && nbytes > 0)
+ bool more = TRUE;
+
+ while (more)
{
- if (!(m_flags & wxSOCKET_BLOCK) && !WaitForWrite())
- break;
+ if ( !(m_flags & wxSOCKET_BLOCK) && !WaitForWrite() )
+ break;
ret = GSocket_Write(m_socket, (const char *)buffer, nbytes);
nbytes -= ret;
buffer = (const char *)buffer + ret;
}
- }
- }
- else
- {
- if ((m_flags & wxSOCKET_BLOCK) || WaitForWrite())
- {
- ret = GSocket_Write(m_socket, (const char *)buffer, nbytes);
- if (ret > 0)
- total = ret;
+ // If we got here and wxSOCKET_WAITALL is not set, we can leave
+ // now. Otherwise, wait until we send all the data or until there
+ // is an error.
+ //
+ more = (ret > 0 && nbytes > 0 && (m_flags & wxSOCKET_WAITALL));
}
}
// timeout elapses. The polling loop calls PROCESS_EVENTS(), so
// this won't block the GUI.
-bool wxSocketBase::_Wait(long seconds, long milliseconds,
+bool wxSocketBase::_Wait(long seconds,
+ long milliseconds,
wxSocketEventFlags flags)
{
GSocketEventFlags result;
else
timeout = m_timeout * 1000;
- // Active polling (without using events)
+ // Wait in an active polling loop.
//
- // NOTE: this duplicates some of the code in OnRequest (lost
- // connection and connection establishment handling) but
- // this doesn't hurt. It has to be here because the event
- // might be a bit delayed, and it has to be in OnRequest
- // as well because maybe the Wait functions are not being
- // used.
+ // 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.
{
m_connected = FALSE;
m_establishing = FALSE;
- return (flags & GSOCK_LOST_FLAG);
+ return (flags & GSOCK_LOST_FLAG) != 0;
}
// Wait more?
state = new wxSocketState();
- state->m_notify_state = m_notify_state;
- state->m_neededreq = m_neededreq;
- state->m_flags = m_flags;
- state->m_cbk = m_cbk;
- state->m_cdata = m_cdata;
+ state->m_flags = m_flags;
+ state->m_notify = m_notify;
+ state->m_eventmask = m_eventmask;
+ state->m_clientData = m_clientData;
+#if WXWIN_COMPATIBILITY
+ state->m_cbk = m_cbk;
+ state->m_cdata = m_cdata;
+#endif // WXWIN_COMPATIBILITY
m_states.Append(state);
}
state = (wxSocketState *)node->Data();
- SetFlags(state->m_flags);
- m_cbk = state->m_cbk;
- m_cdata = state->m_cdata;
- m_neededreq = state->m_neededreq;
- Notify(state->m_notify_state);
+ m_flags = state->m_flags;
+ m_notify = state->m_notify;
+ m_eventmask = state->m_eventmask;
+ m_clientData = state->m_clientData;
+#if WXWIN_COMPATIBILITY
+ m_cbk = state->m_cbk;
+ m_cdata = state->m_cdata;
+#endif // WXWIN_COMPATIBILITY
delete node;
delete state;
// Callbacks (now obsolete - use events instead)
// --------------------------------------------------------------------------
+#if WXWIN_COMPATIBILITY
+
wxSocketBase::wxSockCbk wxSocketBase::Callback(wxSockCbk cbk_)
{
wxSockCbk old_cbk = cbk_;
return old_data;
}
+#endif // WXWIN_COMPATIBILITY
+
// --------------------------------------------------------------------------
// Event handling
// --------------------------------------------------------------------------
-// Callback function from GSocket. All events are internally
-// monitored, but users only get these they are interested in.
+// A note on how events are processed, which is probably the most
+// difficult thing to get working right while keeping the same API
+// and functionality for all platforms.
+//
+// When GSocket detects an event, it calls wx_socket_callback, which in
+// turn just calls wxSocketBase::OnRequest in the corresponding wxSocket
+// object. OnRequest does some housekeeping, and if the event is to be
+// propagated to the user, it creates a new wxSocketEvent object and
+// posts it. The event is not processed immediately, but delayed with
+// AddPendingEvent instead. This is necessary in order to decouple the
+// event processing from wx_socket_callback; otherwise, subsequent IO
+// calls made from the user event handler would fail, as gtk callbacks
+// are not reentrant.
+//
+// Note that, unlike events, user callbacks (now deprecated) are _not_
+// decoupled from wx_socket_callback and thus they suffer from a variety
+// of problems. Avoid them where possible and use events instead.
static void LINKAGEMODE wx_socket_callback(GSocket * WXUNUSED(socket),
- GSocketEvent notify,
+ GSocketEvent notification,
char *cdata)
{
wxSocketBase *sckobj = (wxSocketBase *)cdata;
- sckobj->OnRequest((wxSocketNotify) notify);
+ sckobj->OnRequest((wxSocketNotify) notification);
}
-
-void wxSocketBase::OnRequest(wxSocketNotify req_evt)
+void wxSocketBase::OnRequest(wxSocketNotify notification)
{
- // This duplicates some code in _Wait, but this doesn't
- // hurt. It has to be here because we don't know whether
- // the Wait functions will be used, and it has to be in
- // _Wait as well because the event might be a bit delayed.
+ // 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(req_evt)
+ switch(notification)
{
case wxSOCKET_CONNECTION:
m_establishing = FALSE;
// Schedule the event
- wxSocketEventFlags flag = -1;
- switch (req_evt)
+ wxSocketEventFlags flag = 0;
+ switch (notification)
{
case GSOCK_INPUT: flag = GSOCK_INPUT_FLAG; break;
case GSOCK_OUTPUT: flag = GSOCK_OUTPUT_FLAG; break;
case GSOCK_CONNECTION: flag = GSOCK_CONNECTION_FLAG; break;
case GSOCK_LOST: flag = GSOCK_LOST_FLAG; break;
+ default:
+ wxLogWarning(_("wxSocket: unknown event!."));
+ return;
}
- if (((m_neededreq & flag) == flag) && m_notify_state)
+ if (((m_eventmask & flag) == flag) && m_notify)
{
- wxSocketEvent event(m_id);
-
- event.m_event = req_evt;
- event.m_clientData = m_clientData;
- event.SetEventObject(this);
-
if (m_handler)
-#if USE_DELAYED_EVENTS
+ {
+ wxSocketEvent event(m_id);
+ event.m_event = notification;
+ event.m_clientData = m_clientData;
+ event.SetEventObject(this);
+
m_handler->AddPendingEvent(event);
-#else
- m_handler->ProcessEvent(event);
-#endif
+ }
+#if WXWIN_COMPATIBILITY
if (m_cbk)
- m_cbk(*this, req_evt, m_cdata);
+ m_cbk(*this, notification, m_cdata);
+#endif // WXWIN_COMPATIBILITY
}
}
void wxSocketBase::Notify(bool notify)
{
- m_notify_state = notify;
+ m_notify = notify;
}
void wxSocketBase::SetNotify(wxSocketEventFlags flags)
{
- m_neededreq = flags;
+ m_eventmask = flags;
}
void wxSocketBase::SetEventHandler(wxEvtHandler& handler, int id)
m_id = id;
}
-
// --------------------------------------------------------------------------
// Pushback buffer
// --------------------------------------------------------------------------
// again.
if (!wait)
- GSocket_SetNonBlocking(m_socket, TRUE);
+ GSocket_SetNonBlocking(m_socket, 1);
child_socket = GSocket_WaitConnection(m_socket);
if (!wait)
- GSocket_SetNonBlocking(m_socket, FALSE);
+ GSocket_SetNonBlocking(m_socket, 0);
if (!child_socket)
return FALSE;
// again.
if (!wait)
- GSocket_SetNonBlocking(m_socket, TRUE);
+ GSocket_SetNonBlocking(m_socket, 1);
GSocket_SetPeer(m_socket, addr_man.GetAddress());
err = GSocket_Connect(m_socket, GSOCK_STREAMED);
if (!wait)
- GSocket_SetNonBlocking(m_socket, FALSE);
+ GSocket_SetNonBlocking(m_socket, 0);
if (err != GSOCK_NOERROR)
{
event->m_clientData = m_clientData;
}
-
// ==========================================================================
// wxSocketModule
// ==========================================================================
-class WXDLLEXPORT wxSocketModule: public wxModule
+class WXDLLEXPORT wxSocketModule : public wxModule
{
DECLARE_DYNAMIC_CLASS(wxSocketModule)
public:
- bool OnInit() { return GSocket_Init(); }
+ bool OnInit() { return GSocket_Init() != 0; }
void OnExit() { GSocket_Cleanup(); }
};