mirror of
https://github.com/nodejs/node-v0.x-archive.git
synced 2026-04-28 03:01:10 -04:00
240 lines
6.1 KiB
C++
240 lines
6.1 KiB
C++
#include <v8.h>
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#include <uv.h>
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#include <node.h>
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// Rules:
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//
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// - Do not throw from handle methods. Set errno.
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//
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// - MakeCallback may only be made directly off the event loop.
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// That is there can be no JavaScript stack frames underneith it.
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// (Is there anyway to assert that?)
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//
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// - No use of v8::WeakReferenceCallback. The close callback signifies that
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// we're done with a handle - external resources can be freed.
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//
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// - Reusable?
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//
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// - The uv_close_cb is used to free the c++ object. The close callback
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// is not made into javascript land.
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//
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// - uv_ref, uv_unref counts are managed at this layer to avoid needless
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// js/c++ boundary crossing. At the javascript layer that should all be
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// taken care of.
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#define UNWRAP \
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assert(!args.Holder().IsEmpty()); \
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assert(args.Holder()->InternalFieldCount() > 0); \
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TimerWrap* wrap = \
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static_cast<TimerWrap*>(args.Holder()->GetPointerFromInternalField(0)); \
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if (!wrap) { \
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SetErrno(UV_EBADF); \
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return scope.Close(Integer::New(-1)); \
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}
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namespace node {
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using v8::Object;
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using v8::Handle;
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using v8::Local;
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using v8::Persistent;
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using v8::Value;
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using v8::HandleScope;
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using v8::FunctionTemplate;
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using v8::String;
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using v8::Function;
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using v8::TryCatch;
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using v8::Context;
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using v8::Arguments;
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using v8::Integer;
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class TimerWrap {
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public:
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static void Initialize(Handle<Object> target) {
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HandleScope scope;
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Local<FunctionTemplate> constructor = FunctionTemplate::New(New);
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constructor->InstanceTemplate()->SetInternalFieldCount(1);
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constructor->SetClassName(String::NewSymbol("Timer"));
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NODE_SET_PROTOTYPE_METHOD(constructor, "start", Start);
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NODE_SET_PROTOTYPE_METHOD(constructor, "stop", Stop);
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NODE_SET_PROTOTYPE_METHOD(constructor, "setRepeat", SetRepeat);
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NODE_SET_PROTOTYPE_METHOD(constructor, "getRepeat", GetRepeat);
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NODE_SET_PROTOTYPE_METHOD(constructor, "again", Again);
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NODE_SET_PROTOTYPE_METHOD(constructor, "close", Close);
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target->Set(String::NewSymbol("Timer"), constructor->GetFunction());
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}
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private:
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static Handle<Value> New(const Arguments& args) {
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// This constructor should not be exposed to public javascript.
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// Therefore we assert that we are not trying to call this as a
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// normal function.
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assert(args.IsConstructCall());
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HandleScope scope;
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TimerWrap *wrap = new TimerWrap(args.This());
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assert(wrap);
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return scope.Close(args.This());
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}
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TimerWrap(Handle<Object> object) {
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active_ = false;
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int r = uv_timer_init(&handle_);
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handle_.data = this;
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assert(r == 0); // How do we proxy this error up to javascript?
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// Suggestion: uv_timer_init() returns void.
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assert(object_.IsEmpty());
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assert(object->InternalFieldCount() > 0);
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object_ = v8::Persistent<v8::Object>::New(object);
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object_->SetPointerInInternalField(0, this);
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// uv_timer_init adds a loop reference. (That is, it calls uv_ref.) This
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// is not the behavior we want in Node. Timers should not increase the
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// ref count of the loop except when active.
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uv_unref();
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}
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~TimerWrap() {
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if (!active_) uv_ref();
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assert(!object_.IsEmpty());
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object_->SetPointerInInternalField(0, NULL);
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object_.Dispose();
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}
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void StateChange() {
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bool was_active = active_;
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active_ = uv_is_active((uv_handle_t*) &handle_);
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if (!was_active && active_) {
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// If our state is changing from inactive to active, we
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// increase the loop's reference count.
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uv_ref();
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} else if (was_active && !active_) {
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// If our state is changing from active to inactive, we
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// decrease the loop's reference count.
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uv_unref();
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}
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}
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// Free the C++ object on the close callback.
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static void OnClose(uv_handle_t* handle) {
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TimerWrap* wrap = static_cast<TimerWrap*>(handle->data);
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delete wrap;
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}
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static Handle<Value> Start(const Arguments& args) {
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HandleScope scope;
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UNWRAP
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int64_t timeout = args[0]->IntegerValue();
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int64_t repeat = args[1]->IntegerValue();
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int r = uv_timer_start(&wrap->handle_, OnTimeout, timeout, repeat);
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// Error starting the timer.
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if (r) SetErrno(uv_last_error().code);
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wrap->StateChange();
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return scope.Close(Integer::New(r));
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}
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static Handle<Value> Stop(const Arguments& args) {
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HandleScope scope;
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UNWRAP
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int r = uv_timer_stop(&wrap->handle_);
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if (r) SetErrno(uv_last_error().code);
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wrap->StateChange();
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return scope.Close(Integer::New(r));
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}
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static Handle<Value> Again(const Arguments& args) {
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HandleScope scope;
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UNWRAP
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int r = uv_timer_again(&wrap->handle_);
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if (r) SetErrno(uv_last_error().code);
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wrap->StateChange();
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return scope.Close(Integer::New(r));
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}
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static Handle<Value> SetRepeat(const Arguments& args) {
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HandleScope scope;
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UNWRAP
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int64_t repeat = args[0]->IntegerValue();
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uv_timer_set_repeat(&wrap->handle_, repeat);
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return scope.Close(Integer::New(0));
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}
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static Handle<Value> GetRepeat(const Arguments& args) {
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HandleScope scope;
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UNWRAP
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int64_t repeat = uv_timer_get_repeat(&wrap->handle_);
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if (repeat < 0) SetErrno(uv_last_error().code);
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return scope.Close(Integer::New(repeat));
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}
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// TODO: share me?
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static Handle<Value> Close(const Arguments& args) {
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HandleScope scope;
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UNWRAP
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int r = uv_close((uv_handle_t*) &wrap->handle_, OnClose);
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if (r) SetErrno(uv_last_error().code);
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wrap->StateChange();
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return scope.Close(Integer::New(r));
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}
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static void OnTimeout(uv_handle_t* handle, int status) {
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HandleScope scope;
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TimerWrap* wrap = static_cast<TimerWrap*>(handle->data);
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assert(wrap);
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wrap->StateChange();
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Local<Value> argv[1] = { Integer::New(status) };
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MakeCallback(wrap->object_, "ontimeout", 1, argv);
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}
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uv_timer_t handle_;
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Persistent<Object> object_;
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// This member is set false initially. When the timer is turned
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// on uv_ref is called. When the timer is turned off uv_unref is
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// called. Used to mirror libev semantics.
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bool active_;
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};
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} // namespace node
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NODE_MODULE(node_timer_wrap, node::TimerWrap::Initialize);
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