#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(&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(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(&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