• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /* Copyright Joyent, Inc. and other Node contributors. All rights reserved.
2  * Permission is hereby granted, free of charge, to any person obtaining a copy
3  * of this software and associated documentation files (the "Software"), to
4  * deal in the Software without restriction, including without limitation the
5  * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
6  * sell copies of the Software, and to permit persons to whom the Software is
7  * furnished to do so, subject to the following conditions:
8  *
9  * The above copyright notice and this permission notice shall be included in
10  * all copies or substantial portions of the Software.
11  *
12  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
13  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
14  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
15  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
16  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
17  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
18  * IN THE SOFTWARE.
19  */
20 
21 #include <assert.h>
22 #include <signal.h>
23 
24 #include "uv.h"
25 #include "internal.h"
26 #include "handle-inl.h"
27 #include "req-inl.h"
28 
29 
30 RB_HEAD(uv_signal_tree_s, uv_signal_s);
31 
32 static struct uv_signal_tree_s uv__signal_tree = RB_INITIALIZER(uv__signal_tree);
33 static CRITICAL_SECTION uv__signal_lock;
34 
35 static BOOL WINAPI uv__signal_control_handler(DWORD type);
36 
37 int uv__signal_start(uv_signal_t* handle,
38                      uv_signal_cb signal_cb,
39                      int signum,
40                      int oneshot);
41 
uv__signals_init(void)42 void uv__signals_init(void) {
43   InitializeCriticalSection(&uv__signal_lock);
44   if (!SetConsoleCtrlHandler(uv__signal_control_handler, TRUE))
45     abort();
46 }
47 
48 
uv__signal_cleanup(void)49 void uv__signal_cleanup(void) {
50   /* TODO(bnoordhuis) Undo effects of uv_signal_init()? */
51 }
52 
53 
uv__signal_compare(uv_signal_t * w1,uv_signal_t * w2)54 static int uv__signal_compare(uv_signal_t* w1, uv_signal_t* w2) {
55   /* Compare signums first so all watchers with the same signnum end up
56    * adjacent. */
57   if (w1->signum < w2->signum) return -1;
58   if (w1->signum > w2->signum) return 1;
59 
60   /* Sort by loop pointer, so we can easily look up the first item after
61    * { .signum = x, .loop = NULL }. */
62   if ((uintptr_t) w1->loop < (uintptr_t) w2->loop) return -1;
63   if ((uintptr_t) w1->loop > (uintptr_t) w2->loop) return 1;
64 
65   if ((uintptr_t) w1 < (uintptr_t) w2) return -1;
66   if ((uintptr_t) w1 > (uintptr_t) w2) return 1;
67 
68   return 0;
69 }
70 
71 
RB_GENERATE_STATIC(uv_signal_tree_s,uv_signal_s,tree_entry,uv__signal_compare)72 RB_GENERATE_STATIC(uv_signal_tree_s, uv_signal_s, tree_entry, uv__signal_compare)
73 
74 
75 /*
76  * Dispatches signal {signum} to all active uv_signal_t watchers in all loops.
77  * Returns 1 if the signal was dispatched to any watcher, or 0 if there were
78  * no active signal watchers observing this signal.
79  */
80 int uv__signal_dispatch(int signum) {
81   uv_signal_t lookup;
82   uv_signal_t* handle;
83   int dispatched;
84 
85   dispatched = 0;
86 
87   EnterCriticalSection(&uv__signal_lock);
88 
89   lookup.signum = signum;
90   lookup.loop = NULL;
91 
92   for (handle = RB_NFIND(uv_signal_tree_s, &uv__signal_tree, &lookup);
93        handle != NULL && handle->signum == signum;
94        handle = RB_NEXT(uv_signal_tree_s, &uv__signal_tree, handle)) {
95     unsigned long previous = InterlockedExchange(
96             (volatile LONG*) &handle->pending_signum, signum);
97 
98     if (handle->flags & UV_SIGNAL_ONE_SHOT_DISPATCHED)
99       continue;
100 
101     if (!previous) {
102       POST_COMPLETION_FOR_REQ(handle->loop, &handle->signal_req);
103     }
104 
105     dispatched = 1;
106     if (handle->flags & UV_SIGNAL_ONE_SHOT)
107       handle->flags |= UV_SIGNAL_ONE_SHOT_DISPATCHED;
108   }
109 
110   LeaveCriticalSection(&uv__signal_lock);
111 
112   return dispatched;
113 }
114 
115 
uv__signal_control_handler(DWORD type)116 static BOOL WINAPI uv__signal_control_handler(DWORD type) {
117   switch (type) {
118     case CTRL_C_EVENT:
119       return uv__signal_dispatch(SIGINT);
120 
121     case CTRL_BREAK_EVENT:
122       return uv__signal_dispatch(SIGBREAK);
123 
124     case CTRL_CLOSE_EVENT:
125       if (uv__signal_dispatch(SIGHUP)) {
126         /* Windows will terminate the process after the control handler
127          * returns. After that it will just terminate our process. Therefore
128          * block the signal handler so the main loop has some time to pick up
129          * the signal and do something for a few seconds. */
130         Sleep(INFINITE);
131         return TRUE;
132       }
133       return FALSE;
134 
135     case CTRL_LOGOFF_EVENT:
136     case CTRL_SHUTDOWN_EVENT:
137       /* These signals are only sent to services. Services have their own
138        * notification mechanism, so there's no point in handling these. */
139 
140     default:
141       /* We don't handle these. */
142       return FALSE;
143   }
144 }
145 
146 
uv_signal_init(uv_loop_t * loop,uv_signal_t * handle)147 int uv_signal_init(uv_loop_t* loop, uv_signal_t* handle) {
148   uv__handle_init(loop, (uv_handle_t*) handle, UV_SIGNAL);
149   handle->pending_signum = 0;
150   handle->signum = 0;
151   handle->signal_cb = NULL;
152 
153   UV_REQ_INIT(&handle->signal_req, UV_SIGNAL_REQ);
154   handle->signal_req.data = handle;
155 
156   return 0;
157 }
158 
159 
uv_signal_stop(uv_signal_t * handle)160 int uv_signal_stop(uv_signal_t* handle) {
161   uv_signal_t* removed_handle;
162 
163   /* If the watcher wasn't started, this is a no-op. */
164   if (handle->signum == 0)
165     return 0;
166 
167   EnterCriticalSection(&uv__signal_lock);
168 
169   removed_handle = RB_REMOVE(uv_signal_tree_s, &uv__signal_tree, handle);
170   assert(removed_handle == handle);
171 
172   LeaveCriticalSection(&uv__signal_lock);
173 
174   handle->signum = 0;
175   uv__handle_stop(handle);
176 
177   return 0;
178 }
179 
180 
uv_signal_start(uv_signal_t * handle,uv_signal_cb signal_cb,int signum)181 int uv_signal_start(uv_signal_t* handle, uv_signal_cb signal_cb, int signum) {
182   return uv__signal_start(handle, signal_cb, signum, 0);
183 }
184 
185 
uv_signal_start_oneshot(uv_signal_t * handle,uv_signal_cb signal_cb,int signum)186 int uv_signal_start_oneshot(uv_signal_t* handle,
187                             uv_signal_cb signal_cb,
188                             int signum) {
189   return uv__signal_start(handle, signal_cb, signum, 1);
190 }
191 
192 
uv__signal_start(uv_signal_t * handle,uv_signal_cb signal_cb,int signum,int oneshot)193 int uv__signal_start(uv_signal_t* handle,
194                             uv_signal_cb signal_cb,
195                             int signum,
196                             int oneshot) {
197   /* Test for invalid signal values. */
198   if (signum <= 0 || signum >= NSIG)
199     return UV_EINVAL;
200 
201   /* Short circuit: if the signal watcher is already watching {signum} don't go
202    * through the process of deregistering and registering the handler.
203    * Additionally, this avoids pending signals getting lost in the (small) time
204    * frame that handle->signum == 0. */
205   if (signum == handle->signum) {
206     handle->signal_cb = signal_cb;
207     return 0;
208   }
209 
210   /* If the signal handler was already active, stop it first. */
211   if (handle->signum != 0) {
212     int r = uv_signal_stop(handle);
213     /* uv_signal_stop is infallible. */
214     assert(r == 0);
215   }
216 
217   EnterCriticalSection(&uv__signal_lock);
218 
219   handle->signum = signum;
220   if (oneshot)
221     handle->flags |= UV_SIGNAL_ONE_SHOT;
222 
223   RB_INSERT(uv_signal_tree_s, &uv__signal_tree, handle);
224 
225   LeaveCriticalSection(&uv__signal_lock);
226 
227   handle->signal_cb = signal_cb;
228   uv__handle_start(handle);
229 
230   return 0;
231 }
232 
233 
uv__process_signal_req(uv_loop_t * loop,uv_signal_t * handle,uv_req_t * req)234 void uv__process_signal_req(uv_loop_t* loop, uv_signal_t* handle,
235     uv_req_t* req) {
236   long dispatched_signum;
237 
238   assert(handle->type == UV_SIGNAL);
239   assert(req->type == UV_SIGNAL_REQ);
240 
241   dispatched_signum = InterlockedExchange(
242           (volatile LONG*) &handle->pending_signum, 0);
243   assert(dispatched_signum != 0);
244 
245   /* Check if the pending signal equals the signum that we are watching for.
246    * These can get out of sync when the handler is stopped and restarted while
247    * the signal_req is pending. */
248   if (dispatched_signum == handle->signum)
249     handle->signal_cb(handle, dispatched_signum);
250 
251   if (handle->flags & UV_SIGNAL_ONE_SHOT)
252     uv_signal_stop(handle);
253 
254   if (handle->flags & UV_HANDLE_CLOSING) {
255     /* When it is closing, it must be stopped at this point. */
256     assert(handle->signum == 0);
257     uv__want_endgame(loop, (uv_handle_t*) handle);
258   }
259 }
260 
261 
uv__signal_close(uv_loop_t * loop,uv_signal_t * handle)262 void uv__signal_close(uv_loop_t* loop, uv_signal_t* handle) {
263   uv_signal_stop(handle);
264   uv__handle_closing(handle);
265 
266   if (handle->pending_signum == 0) {
267     uv__want_endgame(loop, (uv_handle_t*) handle);
268   }
269 }
270 
271 
uv__signal_endgame(uv_loop_t * loop,uv_signal_t * handle)272 void uv__signal_endgame(uv_loop_t* loop, uv_signal_t* handle) {
273   assert(handle->flags & UV_HANDLE_CLOSING);
274   assert(!(handle->flags & UV_HANDLE_CLOSED));
275 
276   assert(handle->signum == 0);
277   assert(handle->pending_signum == 0);
278 
279   handle->flags |= UV_HANDLE_CLOSED;
280 
281   uv__handle_close(handle);
282 }
283