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node_watchdog.cc
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#include "node_watchdog.h"
#include "env.h"
#include "env-inl.h"
#include "util.h"
namespace node {
using v8::V8;
Watchdog::Watchdog(Environment* env, uint64_t ms) : env_(env),
destroyed_(false) {
int rc;
loop_ = new uv_loop_t;
CHECK(loop_);
rc = uv_loop_init(loop_);
CHECK_EQ(0, rc);
rc = uv_async_init(loop_, &async_, &Watchdog::Async);
CHECK_EQ(0, rc);
rc = uv_timer_init(loop_, &timer_);
CHECK_EQ(0, rc);
rc = uv_timer_start(&timer_, &Watchdog::Timer, ms, 0);
CHECK_EQ(0, rc);
rc = uv_thread_create(&thread_, &Watchdog::Run, this);
CHECK_EQ(0, rc);
}
Watchdog::~Watchdog() {
Destroy();
}
void Watchdog::Dispose() {
Destroy();
}
void Watchdog::Destroy() {
if (destroyed_) {
return;
}
uv_async_send(&async_);
uv_thread_join(&thread_);
uv_close(reinterpret_cast<uv_handle_t*>(&async_), nullptr);
// UV_RUN_DEFAULT so that libuv has a chance to clean up.
uv_run(loop_, UV_RUN_DEFAULT);
int rc = uv_loop_close(loop_);
CHECK_EQ(0, rc);
delete loop_;
loop_ = nullptr;
destroyed_ = true;
}
void Watchdog::Run(void* arg) {
Watchdog* wd = static_cast<Watchdog*>(arg);
// UV_RUN_DEFAULT the loop will be stopped either by the async or the
// timer handle.
uv_run(wd->loop_, UV_RUN_DEFAULT);
// Loop ref count reaches zero when both handles are closed.
// Close the timer handle on this side and let Destroy() close async_
uv_close(reinterpret_cast<uv_handle_t*>(&wd->timer_), nullptr);
}
void Watchdog::Async(uv_async_t* async) {
Watchdog* w = ContainerOf(&Watchdog::async_, async);
uv_stop(w->loop_);
}
void Watchdog::Timer(uv_timer_t* timer) {
Watchdog* w = ContainerOf(&Watchdog::timer_, timer);
uv_stop(w->loop_);
V8::TerminateExecution(w->env()->isolate());
}
} // namespace node