Fix for issue 1968: use uv_backend_timeout to determine timeout to match other platforms
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1 changed files with 17 additions and 28 deletions
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@ -22,37 +22,26 @@ NodeBindingsWin::~NodeBindingsWin() {
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}
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}
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void NodeBindingsWin::PollEvents() {
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void NodeBindingsWin::PollEvents() {
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// Unlike Unix, in which we can just rely on one backend fd to determine
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// If there are other kinds of events pending, uv_backend_timeout will
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// whether we should iterate libuv loop, on Window, IOCP is just one part
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// instruct us not to wait.
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// of the libuv loop, we should also check whether we have other types of
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DWORD bytes, timeout;
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// events.
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ULONG_PTR key;
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bool block = uv_loop_->idle_handles == NULL &&
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OVERLAPPED* overlapped;
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uv_loop_->pending_reqs_tail == NULL &&
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uv_loop_->endgame_handles == NULL &&
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!uv_loop_->stop_flag &&
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(uv_loop_->active_handles > 0 ||
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!QUEUE_EMPTY(&uv_loop_->active_reqs));
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// When there is no other types of events, we block on the IOCP.
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timeout = uv_backend_timeout(uv_loop_);
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if (block) {
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DWORD bytes, timeout;
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ULONG_PTR key;
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OVERLAPPED* overlapped;
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timeout = uv_backend_timeout(uv_loop_);
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GetQueuedCompletionStatus(uv_loop_->iocp,
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GetQueuedCompletionStatus(uv_loop_->iocp,
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&bytes,
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&bytes,
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&key,
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&key,
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&overlapped,
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&overlapped,
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timeout);
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timeout);
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// Give the event back so libuv can deal with it.
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// Give the event back so libuv can deal with it.
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if (overlapped != NULL)
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if (overlapped != NULL)
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PostQueuedCompletionStatus(uv_loop_->iocp,
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PostQueuedCompletionStatus(uv_loop_->iocp,
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bytes,
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bytes,
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key,
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key,
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overlapped);
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overlapped);
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}
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}
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}
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// static
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// static
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