public UVLoop() { _pool = UVBuffer.Default; var size = UVInterop.uv_loop_size().ToInt32(); var loopHandle = Marshal.AllocHGlobal(size); // this needs to be deallocated UVException.ThrowIfError(UVInterop.uv_loop_init(loopHandle)); _handle = loopHandle; }
public UVLoop() { _pool = UVBuffer.Default; var size = UVInterop.uv_loop_size().ToInt32(); var loopHandle = Marshal.AllocHGlobal(size); // this needs to be deallocated UVException.ThrowIfError(UVInterop.uv_loop_init(loopHandle)); _handle = loopHandle; }
void OnReadWindows(UVBuffer.Windows buffer, IntPtr bytesAvaliable) { // TODO: all branches need to release buffer, I think long bytesRead = bytesAvaliable.ToInt64(); if (bytesRead == 0) { buffer.Dispose(); return; } else if (bytesRead < 0) { var error = UVException.ErrorCodeToError((int)bytesRead); if (error == UVError.EOF) { OnEndOfStream(); Dispose(); buffer.Dispose(); } else if(error == UVError.ECONNRESET) { Debug.Assert(buffer.Buffer == IntPtr.Zero && buffer.Length == 0); // no need to dispose // TODO: what should we do here? } else { Dispose(); buffer.Dispose(); throw new UVException((int)bytesRead); } } else { var readSlice = new ByteSpan((byte*)buffer.Buffer, (int)bytesRead); OnReadCompleted(readSlice); buffer.Dispose(); } }
void OnReadUnix(UVBuffer.Unix buffer, IntPtr bytesAvaliable) { long bytesRead = bytesAvaliable.ToInt64(); if (bytesRead == 0) { return; } else if (bytesRead < 0) { var error = UVException.ErrorCodeToError((int)bytesRead); if (error == UVError.EOF) { OnEndOfStream(); Dispose(); } else { Dispose(); throw new UVException((int)bytesRead); } } else { var readSlice = new ByteSpan((byte*)buffer.Buffer, (int)bytesRead); OnReadCompleted(readSlice); buffer.Dispose(); } }
static void OnReadWindows(IntPtr streamPointer, IntPtr size, ref UVBuffer.Windows buffer) { var stream = As<UVStream>(streamPointer); stream.OnReadWindows(buffer, size); }
static void OnReadUnix(IntPtr streamPointer, IntPtr size, ref UVBuffer.Unix buffer) { var stream = As<UVStream>(streamPointer); stream.OnReadUnix(buffer, size); }
void OnReadUnix(UVBuffer.Unix buffer, IntPtr bytesAvaliable) { long bytesRead = bytesAvaliable.ToInt64(); if (bytesRead == 0) { return; } else if (bytesRead < 0) { var error = UVException.ErrorCodeToError((int)bytesRead); if (error == UVError.EOF) { OnEndOfStream(); Dispose(); } else { Dispose(); throw new UVException((int)bytesRead); } } else { using (var owned = new OwnedNativeMemory((int)bytesRead, buffer.Buffer)) { OnReadCompleted(owned.Memory); //buffer.Dispose(); // TODO: owned memory frees the memory. this is bad; need to fix } } }
void OnReadWindows(UVBuffer.Windows buffer, IntPtr bytesAvaliable) { // TODO: all branches need to release buffer, I think long bytesRead = bytesAvaliable.ToInt64(); if (bytesRead == 0) { buffer.Dispose(); return; } else if (bytesRead < 0) { var error = UVException.ErrorCodeToError((int)bytesRead); if (error == UVError.EOF) { OnEndOfStream(); Dispose(); buffer.Dispose(); } else if (error == UVError.ECONNRESET) { Debug.Assert(buffer.Buffer == IntPtr.Zero && buffer.Length == 0); // no need to dispose // TODO: what should we do here? } else { Dispose(); buffer.Dispose(); throw new UVException((int)bytesRead); } } else { using (var owned = new OwnedNativeMemory((int)bytesRead, buffer.Buffer)) { OnReadCompleted(owned.Memory); //buffer.Dispose(); // TODO: owned memory frees the memory. this is bad; need to fix } } }
UVLoop(IntPtr handle, UVBuffer pool) { _handle = handle; _pool = pool; }
void OnReadUnix(UVBuffer.Unix buffer, IntPtr bytesAvaliable) { long bytesRead = bytesAvaliable.ToInt64(); if (bytesRead == 0) { return; } else if (bytesRead < 0) { var error = UVException.ErrorCodeToError((int)bytesRead); if (error == UVError.EOF) { OnEndOfStream(); Dispose(); } else { Dispose(); throw new UVException((int)bytesRead); } } else { // This can be a Span<byte> but the samples pass it directly to TryWrite which // needs to unpack the data and turn it back into either an array or native memory var readSlice = new UnsafeMemory<byte>((byte*)buffer.Buffer, (int)bytesRead); OnReadCompleted(readSlice); buffer.Dispose(); } }
UVLoop(IntPtr handle, UVBuffer pool) { _handle = handle; _pool = pool; }
internal unsafe static extern int uv_write_win(IntPtr req, IntPtr handle, UVBuffer.Windows* bufferList, int bufferCount, handle_callback callback);
internal unsafe static extern int uv_write_unix(IntPtr req, IntPtr handle, UVBuffer.Unix* bufferList, int bufferCount, handle_callback callback);
internal unsafe extern static int uv_try_write(IntPtr handle, UVBuffer.Unix* buffersList, int bufferCount);
void OnReadWindows(UVBuffer.Windows buffer, IntPtr bytesAvaliable) { // TODO: all branches need to release buffer, I think long bytesRead = bytesAvaliable.ToInt64(); if (bytesRead == 0) { buffer.Dispose(); return; } else if (bytesRead < 0) { var error = UVException.ErrorCodeToError((int)bytesRead); if (error == UVError.EOF) { OnEndOfStream(); Dispose(); buffer.Dispose(); } else { Dispose(); buffer.Dispose(); throw new UVException((int)bytesRead); } } else { var readSlice = new ByteSpan((byte*)buffer.Buffer, (int)bytesRead); OnReadCompleted(readSlice); buffer.Dispose(); } }