/* Copyright Joyent, Inc. and other Node contributors. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include #include #include "uv.h" #include "internal.h" #include "handle-inl.h" #include "req-inl.h" RB_HEAD(uv_signal_tree_s, uv_signal_s); static struct uv_signal_tree_s uv__signal_tree = RB_INITIALIZER(uv__signal_tree); static CRITICAL_SECTION uv__signal_lock; static BOOL WINAPI uv__signal_control_handler(DWORD type); int uv__signal_start(uv_signal_t* handle, uv_signal_cb signal_cb, int signum, int oneshot); void uv__signals_init(void) { InitializeCriticalSection(&uv__signal_lock); if (!SetConsoleCtrlHandler(uv__signal_control_handler, TRUE)) abort(); } void uv__signal_cleanup(void) { /* TODO(bnoordhuis) Undo effects of uv_signal_init()? */ } static int uv__signal_compare(uv_signal_t* w1, uv_signal_t* w2) { /* Compare signums first so all watchers with the same signnum end up * adjacent. */ if (w1->signum < w2->signum) return -1; if (w1->signum > w2->signum) return 1; /* Sort by loop pointer, so we can easily look up the first item after * { .signum = x, .loop = NULL }. */ if ((uintptr_t) w1->loop < (uintptr_t) w2->loop) return -1; if ((uintptr_t) w1->loop > (uintptr_t) w2->loop) return 1; if ((uintptr_t) w1 < (uintptr_t) w2) return -1; if ((uintptr_t) w1 > (uintptr_t) w2) return 1; return 0; } RB_GENERATE_STATIC(uv_signal_tree_s, uv_signal_s, tree_entry, uv__signal_compare) /* * Dispatches signal {signum} to all active uv_signal_t watchers in all loops. * Returns 1 if the signal was dispatched to any watcher, or 0 if there were * no active signal watchers observing this signal. */ int uv__signal_dispatch(int signum) { uv_signal_t lookup; uv_signal_t* handle; int dispatched; dispatched = 0; EnterCriticalSection(&uv__signal_lock); lookup.signum = signum; lookup.loop = NULL; for (handle = RB_NFIND(uv_signal_tree_s, &uv__signal_tree, &lookup); handle != NULL && handle->signum == signum; handle = RB_NEXT(uv_signal_tree_s, handle)) { unsigned long previous = InterlockedExchange( (volatile LONG*) &handle->pending_signum, signum); if (handle->flags & UV_SIGNAL_ONE_SHOT_DISPATCHED) continue; if (!previous) { POST_COMPLETION_FOR_REQ(handle->loop, &handle->signal_req); } dispatched = 1; if (handle->flags & UV_SIGNAL_ONE_SHOT) handle->flags |= UV_SIGNAL_ONE_SHOT_DISPATCHED; } LeaveCriticalSection(&uv__signal_lock); return dispatched; } static BOOL WINAPI uv__signal_control_handler(DWORD type) { switch (type) { case CTRL_C_EVENT: return uv__signal_dispatch(SIGINT); case CTRL_BREAK_EVENT: return uv__signal_dispatch(SIGBREAK); case CTRL_CLOSE_EVENT: if (uv__signal_dispatch(SIGHUP)) { /* Windows will terminate the process after the control handler * returns. After that it will just terminate our process. Therefore * block the signal handler so the main loop has some time to pick up * the signal and do something for a few seconds. */ Sleep(INFINITE); return TRUE; } return FALSE; case CTRL_LOGOFF_EVENT: case CTRL_SHUTDOWN_EVENT: /* These signals are only sent to services. Services have their own * notification mechanism, so there's no point in handling these. */ default: /* We don't handle these. */ return FALSE; } } int uv_signal_init(uv_loop_t* loop, uv_signal_t* handle) { uv__handle_init(loop, (uv_handle_t*) handle, UV_SIGNAL); handle->pending_signum = 0; handle->signum = 0; handle->signal_cb = NULL; UV_REQ_INIT(&handle->signal_req, UV_SIGNAL_REQ); handle->signal_req.data = handle; return 0; } int uv_signal_stop(uv_signal_t* handle) { uv_signal_t* removed_handle; /* If the watcher wasn't started, this is a no-op. */ if (handle->signum == 0) return 0; EnterCriticalSection(&uv__signal_lock); removed_handle = RB_REMOVE(uv_signal_tree_s, &uv__signal_tree, handle); assert(removed_handle == handle); LeaveCriticalSection(&uv__signal_lock); handle->signum = 0; uv__handle_stop(handle); return 0; } int uv_signal_start(uv_signal_t* handle, uv_signal_cb signal_cb, int signum) { return uv__signal_start(handle, signal_cb, signum, 0); } int uv_signal_start_oneshot(uv_signal_t* handle, uv_signal_cb signal_cb, int signum) { return uv__signal_start(handle, signal_cb, signum, 1); } int uv__signal_start(uv_signal_t* handle, uv_signal_cb signal_cb, int signum, int oneshot) { /* Test for invalid signal values. */ if (signum <= 0 || signum >= NSIG) return UV_EINVAL; /* Short circuit: if the signal watcher is already watching {signum} don't go * through the process of deregistering and registering the handler. * Additionally, this avoids pending signals getting lost in the (small) time * frame that handle->signum == 0. */ if (signum == handle->signum) { handle->signal_cb = signal_cb; return 0; } /* If the signal handler was already active, stop it first. */ if (handle->signum != 0) { int r = uv_signal_stop(handle); /* uv_signal_stop is infallible. */ assert(r == 0); } EnterCriticalSection(&uv__signal_lock); handle->signum = signum; if (oneshot) handle->flags |= UV_SIGNAL_ONE_SHOT; RB_INSERT(uv_signal_tree_s, &uv__signal_tree, handle); LeaveCriticalSection(&uv__signal_lock); handle->signal_cb = signal_cb; uv__handle_start(handle); return 0; } void uv__process_signal_req(uv_loop_t* loop, uv_signal_t* handle, uv_req_t* req) { long dispatched_signum; assert(handle->type == UV_SIGNAL); assert(req->type == UV_SIGNAL_REQ); dispatched_signum = InterlockedExchange( (volatile LONG*) &handle->pending_signum, 0); assert(dispatched_signum != 0); /* Check if the pending signal equals the signum that we are watching for. * These can get out of sync when the handler is stopped and restarted while * the signal_req is pending. */ if (dispatched_signum == handle->signum) handle->signal_cb(handle, dispatched_signum); if (handle->flags & UV_SIGNAL_ONE_SHOT) uv_signal_stop(handle); if (handle->flags & UV_HANDLE_CLOSING) { /* When it is closing, it must be stopped at this point. */ assert(handle->signum == 0); uv__want_endgame(loop, (uv_handle_t*) handle); } } void uv__signal_close(uv_loop_t* loop, uv_signal_t* handle) { uv_signal_stop(handle); uv__handle_closing(handle); if (handle->pending_signum == 0) { uv__want_endgame(loop, (uv_handle_t*) handle); } } void uv__signal_endgame(uv_loop_t* loop, uv_signal_t* handle) { assert(handle->flags & UV_HANDLE_CLOSING); assert(!(handle->flags & UV_HANDLE_CLOSED)); assert(handle->signum == 0); assert(handle->pending_signum == 0); handle->flags |= UV_HANDLE_CLOSED; uv__handle_close(handle); }