Alien-uv

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libuv/src/win/handle-inl.h  view on Meta::CPAN

      uv__active_handle_add((uv_handle_t*) (handle));                   \
                                                                        \
    (handle)->flags |= UV_HANDLE_CLOSING;                               \
    (handle)->flags &= ~UV_HANDLE_ACTIVE;                               \
  } while (0)


#define uv__handle_close(handle)                                        \
  do {                                                                  \
    QUEUE_REMOVE(&(handle)->handle_queue);                              \
    uv__active_handle_rm((uv_handle_t*) (handle));                      \
                                                                        \
    (handle)->flags |= UV_HANDLE_CLOSED;                                \
                                                                        \
    if ((handle)->close_cb)                                             \
      (handle)->close_cb((uv_handle_t*) (handle));                      \
  } while (0)


INLINE static void uv_want_endgame(uv_loop_t* loop, uv_handle_t* handle) {
  if (!(handle->flags & UV_HANDLE_ENDGAME_QUEUED)) {
    handle->flags |= UV_HANDLE_ENDGAME_QUEUED;

    handle->endgame_next = loop->endgame_handles;
    loop->endgame_handles = handle;
  }
}


INLINE static void uv_process_endgames(uv_loop_t* loop) {
  uv_handle_t* handle;

  while (loop->endgame_handles) {
    handle = loop->endgame_handles;
    loop->endgame_handles = handle->endgame_next;

    handle->flags &= ~UV_HANDLE_ENDGAME_QUEUED;

    switch (handle->type) {
      case UV_TCP:
        uv_tcp_endgame(loop, (uv_tcp_t*) handle);
        break;

      case UV_NAMED_PIPE:
        uv_pipe_endgame(loop, (uv_pipe_t*) handle);
        break;

      case UV_TTY:
        uv_tty_endgame(loop, (uv_tty_t*) handle);
        break;

      case UV_UDP:
        uv_udp_endgame(loop, (uv_udp_t*) handle);
        break;

      case UV_POLL:
        uv_poll_endgame(loop, (uv_poll_t*) handle);
        break;

      case UV_TIMER:
        uv__timer_close((uv_timer_t*) handle);
        uv__handle_close(handle);
        break;

      case UV_PREPARE:
      case UV_CHECK:
      case UV_IDLE:
        uv_loop_watcher_endgame(loop, handle);
        break;

      case UV_ASYNC:
        uv_async_endgame(loop, (uv_async_t*) handle);
        break;

      case UV_SIGNAL:
        uv_signal_endgame(loop, (uv_signal_t*) handle);
        break;

      case UV_PROCESS:
        uv_process_endgame(loop, (uv_process_t*) handle);
        break;

      case UV_FS_EVENT:
        uv_fs_event_endgame(loop, (uv_fs_event_t*) handle);
        break;

      case UV_FS_POLL:
        uv__fs_poll_endgame(loop, (uv_fs_poll_t*) handle);
        break;

      default:
        assert(0);
        break;
    }
  }
}

INLINE static HANDLE uv__get_osfhandle(int fd)
{
  /* _get_osfhandle() raises an assert in debug builds if the FD is invalid.
   * But it also correctly checks the FD and returns INVALID_HANDLE_VALUE for
   * invalid FDs in release builds (or if you let the assert continue). So this
   * wrapper function disables asserts when calling _get_osfhandle. */

  HANDLE handle;
  UV_BEGIN_DISABLE_CRT_ASSERT();
  handle = (HANDLE) _get_osfhandle(fd);
  UV_END_DISABLE_CRT_ASSERT();
  return handle;
}

#endif /* UV_WIN_HANDLE_INL_H_ */



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