// 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)
#define PROCESS_EVENTS()
#endif
-// use wxPostEvent or not
-#define USE_DELAYED_EVENTS 1
-
-
// --------------------------------------------------------------------------
-// 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)
{
break;
ret = GSocket_Write(m_socket, (const char *)buffer, nbytes);
-
+
if (ret > 0)
{
total += ret;
// 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)
+ switch (notification)
{
case GSOCK_INPUT: flag = GSOCK_INPUT_FLAG; break;
case GSOCK_OUTPUT: flag = GSOCK_OUTPUT_FLAG; break;
case GSOCK_LOST: flag = GSOCK_LOST_FLAG; break;
}
- 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
// --------------------------------------------------------------------------
event->m_clientData = m_clientData;
}
-
// ==========================================================================
// wxSocketModule
// ==========================================================================
-class WXDLLEXPORT wxSocketModule: public wxModule
+class WXDLLEXPORT wxSocketModule : public wxModule
{
DECLARE_DYNAMIC_CLASS(wxSocketModule)