Reimplement max_idle without a separate thread

Remove the KillIdle thread.  Add timeout to struct iop, initialized in
io_open().  Obey it in io_input() by passing it to empth_select().  If
empth_select() times out, report that back through io_input() to
recvclient() and player_login().  If player_login() receives a timeout
indication, print a message and terminate the session.  If
recvclient() receives a timeout indication, flash a message to the
player and initiate a shut down the player's session.

Create WIN32 sys/time.h to define struct timeval.  This creates some
conflicts with WIN32 windows.h definitions.  Including windows.h in
show.c and info.c creates conflicts, so remove that.  Modify service.c
to include sys/socket.h instead of windows.h to remove the conflict
with sys/time.h.
This commit is contained in:
Ron Koenderink 2009-02-01 06:22:26 -06:00 committed by Markus Armbruster
parent a7ee69d112
commit 08b9455682
17 changed files with 181 additions and 133 deletions

View file

@ -560,12 +560,14 @@ empth_terminate(empth_t *pThread)
*
* This would be one of the main functions used within gen\io.c
*/
void
empth_select(int fd, int flags)
int
empth_select(int fd, int flags, struct timeval *timeout)
{
int handle;
WSAEVENT hEventObject[2];
DWORD result, msec;
empth_t *pThread = TlsGetValue(dwTLSIndex);
int res;
loc_debug("%s select on %d",
flags == EMPTH_FD_READ ? "read" : "write", fd);
@ -586,13 +588,31 @@ empth_select(int fd, int flags)
empth_exit();
}
WSAWaitForMultipleEvents(2, hEventObject, FALSE, WSA_INFINITE, FALSE);
if (timeout)
msec = timeout->tv_sec * 1000L + timeout->tv_usec / 1000L;
else
msec = WSA_INFINITE;
result = WSAWaitForMultipleEvents(2, hEventObject, FALSE, msec,
FALSE);
switch (result) {
case WSA_WAIT_TIMEOUT:
res = 0;
break;
case WSA_WAIT_FAILED:
errno = WSAGetLastError();
res = -1;
break;
default:
res = 1;
}
WSAEventSelect(handle, hEventObject[0], 0);
WSACloseEvent(hEventObject[0]);
loc_RunThisThread(NULL);
return res;
}
/************************