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