// Copyright (c) 2013 GitHub, Inc. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "atom/common/node_bindings_win.h" #include #include "base/logging.h" extern "C" { #include "vendor/node/deps/uv/src/win/internal.h" } namespace atom { NodeBindingsWin::NodeBindingsWin(bool is_browser) : NodeBindings(is_browser) { } NodeBindingsWin::~NodeBindingsWin() { } void NodeBindingsWin::PollEvents() { // Unlike Unix, in which we can just rely on one backend fd to determine // whether we should iterate libuv loop, on Window, IOCP is just one part // of the libuv loop, we should also check whether we have other types of // events. bool block = uv_loop_->idle_handles == NULL && uv_loop_->pending_reqs_tail == NULL && uv_loop_->endgame_handles == NULL && !uv_loop_->stop_flag && (uv_loop_->active_handles > 0 || !QUEUE_EMPTY(&uv_loop_->active_reqs)); // When there is no other types of events, we block on the IOCP. if (block) { DWORD bytes, timeout; ULONG_PTR key; OVERLAPPED* overlapped; timeout = uv_get_poll_timeout(uv_loop_); GetQueuedCompletionStatus(uv_loop_->iocp, &bytes, &key, &overlapped, timeout); // Give the event back so libuv can deal with it. if (overlapped != NULL) PostQueuedCompletionStatus(uv_loop_->iocp, bytes, key, overlapped); } } // static NodeBindings* NodeBindings::Create(bool is_browser) { return new NodeBindingsWin(is_browser); } } // namespace atom