|
@@ -22,37 +22,26 @@ 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_backend_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);
|
|
|
- }
|
|
|
+ // If there are other kinds of events pending, uv_backend_timeout will
|
|
|
+ // instruct us not to wait.
|
|
|
+ DWORD bytes, timeout;
|
|
|
+ ULONG_PTR key;
|
|
|
+ OVERLAPPED* overlapped;
|
|
|
+
|
|
|
+ timeout = uv_backend_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
|