wxSocketBase& Write(const void *buffer, wxUint32 nbytes);
wxSocketBase& WriteMsg(const void *buffer, wxUint32 nbytes);
- void InterruptWait() { m_interrupt = true; }
+ // all Wait() functions wait until their condition is satisfied or the
+ // timeout expires; if seconds == -1 (default) then m_timeout value is used
+ //
+ // it is also possible to call InterruptWait() to cancel any current Wait()
+
+ // wait for anything at all to happen with this socket
bool Wait(long seconds = -1, long milliseconds = 0);
+
+ // wait until we can read from or write to the socket without blocking
+ // (notice that this does not mean that the operation will succeed but only
+ // that it will return immediately)
bool WaitForRead(long seconds = -1, long milliseconds = 0);
bool WaitForWrite(long seconds = -1, long milliseconds = 0);
+
+ // wait until the connection is terminated
bool WaitForLost(long seconds = -1, long milliseconds = 0);
+ void InterruptWait() { m_interrupt = true; }
+
+
wxSocketFlags GetFlags() const { return m_flags; }
void SetFlags(wxSocketFlags flags);
void SetTimeout(long seconds);
// low level IO
wxUint32 _Read(void* buffer, wxUint32 nbytes);
wxUint32 _Write(const void *buffer, wxUint32 nbytes);
- bool _Wait(long seconds, long milliseconds, wxSocketEventFlags flags);
+
+ // wait until the given flags are set for this socket or the given timeout
+ // (or m_timeout) expires
+ //
+ // notice that GSOCK_LOST_FLAG is always taken into account but the return
+ // value depends on whether it is included in flags or not: if it is, and the
+ // connection is indeed lost, true is returned, but if it isn't then the
+ // function returns false in this case
+ //
+ // false is always returned if we returned because of the timeout expiration
+ bool DoWait(long seconds, long milliseconds, wxSocketEventFlags flags);
// pushback buffer
void Pushback(const void *buffer, wxUint32 size);
bool m_closed; // was the other end closed?
// (notice that m_error is also set then)
wxUint32 m_lcount; // last IO transaction size
- unsigned long m_timeout; // IO timeout value
+ unsigned long m_timeout; // IO timeout value in seconds
wxList m_states; // stack of states
bool m_interrupt; // interrupt ongoing wait operations?
bool m_beingDeleted; // marked for delayed deletion?
// 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::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:
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)
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);
}
// ==========================================================================