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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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