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