blob: 6cbecbb3e55a63f4cbce9680ff0e5608e30c6ca8 [file] [log] [blame]
/*
* Copyright (C) 2010 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "Connection.h"
#include <wtf/CurrentTime.h>
#include <wtf/HashSet.h>
#include <wtf/NeverDestroyed.h>
#include <wtf/RunLoop.h>
#include <wtf/text/WTFString.h>
#include <wtf/threads/BinarySemaphore.h>
namespace IPC {
class Connection::SyncMessageState : public ThreadSafeRefCounted<Connection::SyncMessageState> {
public:
static PassRefPtr<SyncMessageState> getOrCreate(RunLoop*);
~SyncMessageState();
void wakeUpClientRunLoop()
{
m_waitForSyncReplySemaphore.signal();
}
bool wait(double absoluteTime)
{
return m_waitForSyncReplySemaphore.wait(absoluteTime);
}
// Returns true if this message will be handled on a client thread that is currently
// waiting for a reply to a synchronous message.
bool processIncomingMessage(Connection*, std::unique_ptr<MessageDecoder>&);
// Dispatch pending sync messages. if allowedConnection is not null, will only dispatch messages
// from that connection and put the other messages back in the queue.
void dispatchMessages(Connection* allowedConnection);
private:
explicit SyncMessageState(RunLoop*);
typedef HashMap<RunLoop*, SyncMessageState*> SyncMessageStateMap;
static SyncMessageStateMap& syncMessageStateMap()
{
static NeverDestroyed<SyncMessageStateMap> syncMessageStateMap;
return syncMessageStateMap;
}
static Mutex& syncMessageStateMapMutex()
{
static NeverDestroyed<Mutex> syncMessageStateMapMutex;
return syncMessageStateMapMutex;
}
void dispatchMessageAndResetDidScheduleDispatchMessagesForConnection(Connection*);
RunLoop* m_runLoop;
BinarySemaphore m_waitForSyncReplySemaphore;
// Protects m_didScheduleDispatchMessagesWorkSet and m_messagesToDispatchWhileWaitingForSyncReply.
Mutex m_mutex;
// The set of connections for which we've scheduled a call to dispatchMessageAndResetDidScheduleDispatchMessagesForConnection.
HashSet<RefPtr<Connection>> m_didScheduleDispatchMessagesWorkSet;
struct ConnectionAndIncomingMessage {
RefPtr<Connection> connection;
std::unique_ptr<MessageDecoder> message;
};
Vector<ConnectionAndIncomingMessage> m_messagesToDispatchWhileWaitingForSyncReply;
};
class Connection::SecondaryThreadPendingSyncReply {
public:
// The reply decoder, will be null if there was an error processing the sync message on the other side.
std::unique_ptr<MessageDecoder> replyDecoder;
BinarySemaphore semaphore;
};
PassRefPtr<Connection::SyncMessageState> Connection::SyncMessageState::getOrCreate(RunLoop* runLoop)
{
MutexLocker locker(syncMessageStateMapMutex());
SyncMessageStateMap::AddResult result = syncMessageStateMap().add(runLoop, nullptr);
if (!result.isNewEntry) {
ASSERT(result.iterator->value);
return result.iterator->value;
}
RefPtr<SyncMessageState> syncMessageState = adoptRef(new SyncMessageState(runLoop));
result.iterator->value = syncMessageState.get();
return syncMessageState.release();
}
Connection::SyncMessageState::SyncMessageState(RunLoop* runLoop)
: m_runLoop(runLoop)
{
}
Connection::SyncMessageState::~SyncMessageState()
{
MutexLocker locker(syncMessageStateMapMutex());
ASSERT(syncMessageStateMap().contains(m_runLoop));
syncMessageStateMap().remove(m_runLoop);
ASSERT(m_messagesToDispatchWhileWaitingForSyncReply.isEmpty());
}
bool Connection::SyncMessageState::processIncomingMessage(Connection* connection, std::unique_ptr<MessageDecoder>& message)
{
if (!message->shouldDispatchMessageWhenWaitingForSyncReply())
return false;
ConnectionAndIncomingMessage connectionAndIncomingMessage;
connectionAndIncomingMessage.connection = connection;
connectionAndIncomingMessage.message = std::move(message);
{
MutexLocker locker(m_mutex);
if (m_didScheduleDispatchMessagesWorkSet.add(connection).isNewEntry)
m_runLoop->dispatch(bind(&SyncMessageState::dispatchMessageAndResetDidScheduleDispatchMessagesForConnection, this, RefPtr<Connection>(connection)));
m_messagesToDispatchWhileWaitingForSyncReply.append(std::move(connectionAndIncomingMessage));
}
wakeUpClientRunLoop();
return true;
}
void Connection::SyncMessageState::dispatchMessages(Connection* allowedConnection)
{
ASSERT(m_runLoop == RunLoop::current());
Vector<ConnectionAndIncomingMessage> messagesToDispatchWhileWaitingForSyncReply;
{
MutexLocker locker(m_mutex);
m_messagesToDispatchWhileWaitingForSyncReply.swap(messagesToDispatchWhileWaitingForSyncReply);
}
Vector<ConnectionAndIncomingMessage> messagesToPutBack;
for (size_t i = 0; i < messagesToDispatchWhileWaitingForSyncReply.size(); ++i) {
ConnectionAndIncomingMessage& connectionAndIncomingMessage = messagesToDispatchWhileWaitingForSyncReply[i];
if (allowedConnection && allowedConnection != connectionAndIncomingMessage.connection) {
// This incoming message belongs to another connection and we don't want to dispatch it now
// so mark it to be put back in the message queue.
messagesToPutBack.append(std::move(connectionAndIncomingMessage));
continue;
}
connectionAndIncomingMessage.connection->dispatchMessage(std::move(connectionAndIncomingMessage.message));
}
if (!messagesToPutBack.isEmpty()) {
MutexLocker locker(m_mutex);
for (auto& message : messagesToPutBack)
m_messagesToDispatchWhileWaitingForSyncReply.append(std::move(message));
}
}
void Connection::SyncMessageState::dispatchMessageAndResetDidScheduleDispatchMessagesForConnection(Connection* connection)
{
{
MutexLocker locker(m_mutex);
ASSERT(m_didScheduleDispatchMessagesWorkSet.contains(connection));
m_didScheduleDispatchMessagesWorkSet.remove(connection);
}
dispatchMessages(connection);
}
PassRefPtr<Connection> Connection::createServerConnection(Identifier identifier, Client* client, RunLoop* clientRunLoop)
{
return adoptRef(new Connection(identifier, true, client, clientRunLoop));
}
PassRefPtr<Connection> Connection::createClientConnection(Identifier identifier, Client* client, RunLoop* clientRunLoop)
{
return adoptRef(new Connection(identifier, false, client, clientRunLoop));
}
Connection::Connection(Identifier identifier, bool isServer, Client* client, RunLoop* clientRunLoop)
: m_client(client)
, m_isServer(isServer)
, m_syncRequestID(0)
, m_onlySendMessagesAsDispatchWhenWaitingForSyncReplyWhenProcessingSuchAMessage(false)
, m_shouldExitOnSyncMessageSendFailure(false)
, m_didCloseOnConnectionWorkQueueCallback(0)
, m_isConnected(false)
, m_connectionQueue(WorkQueue::create("com.apple.IPC.ReceiveQueue"))
, m_clientRunLoop(clientRunLoop)
, m_inSendSyncCount(0)
, m_inDispatchMessageCount(0)
, m_inDispatchMessageMarkedDispatchWhenWaitingForSyncReplyCount(0)
, m_didReceiveInvalidMessage(false)
, m_syncMessageState(SyncMessageState::getOrCreate(clientRunLoop))
, m_shouldWaitForSyncReplies(true)
{
ASSERT(m_client);
platformInitialize(identifier);
}
Connection::~Connection()
{
ASSERT(!isValid());
}
void Connection::setOnlySendMessagesAsDispatchWhenWaitingForSyncReplyWhenProcessingSuchAMessage(bool flag)
{
ASSERT(!m_isConnected);
m_onlySendMessagesAsDispatchWhenWaitingForSyncReplyWhenProcessingSuchAMessage = flag;
}
void Connection::setShouldExitOnSyncMessageSendFailure(bool shouldExitOnSyncMessageSendFailure)
{
ASSERT(!m_isConnected);
m_shouldExitOnSyncMessageSendFailure = shouldExitOnSyncMessageSendFailure;
}
void Connection::addWorkQueueMessageReceiver(StringReference messageReceiverName, WorkQueue* workQueue, WorkQueueMessageReceiver* workQueueMessageReceiver)
{
ASSERT(RunLoop::current() == m_clientRunLoop);
ASSERT(!m_isConnected);
m_connectionQueue->dispatch(bind(&Connection::addWorkQueueMessageReceiverOnConnectionWorkQueue, this, messageReceiverName, RefPtr<WorkQueue>(workQueue), RefPtr<WorkQueueMessageReceiver>(workQueueMessageReceiver)));
}
void Connection::removeWorkQueueMessageReceiver(StringReference messageReceiverName)
{
ASSERT(RunLoop::current() == m_clientRunLoop);
m_connectionQueue->dispatch(bind(&Connection::removeWorkQueueMessageReceiverOnConnectionWorkQueue, this, messageReceiverName));
}
void Connection::addWorkQueueMessageReceiverOnConnectionWorkQueue(StringReference messageReceiverName, WorkQueue* workQueue, WorkQueueMessageReceiver* workQueueMessageReceiver)
{
ASSERT(workQueue);
ASSERT(workQueueMessageReceiver);
ASSERT(!m_workQueueMessageReceivers.contains(messageReceiverName));
m_workQueueMessageReceivers.add(messageReceiverName, std::make_pair(workQueue, workQueueMessageReceiver));
}
void Connection::removeWorkQueueMessageReceiverOnConnectionWorkQueue(StringReference messageReceiverName)
{
ASSERT(m_workQueueMessageReceivers.contains(messageReceiverName));
m_workQueueMessageReceivers.remove(messageReceiverName);
}
void Connection::dispatchWorkQueueMessageReceiverMessage(WorkQueueMessageReceiver* workQueueMessageReceiver, MessageDecoder* incomingMessageDecoder)
{
OwnPtr<MessageDecoder> decoder = adoptPtr(incomingMessageDecoder);
if (!decoder->isSyncMessage()) {
workQueueMessageReceiver->didReceiveMessage(this, *decoder);
return;
}
uint64_t syncRequestID = 0;
if (!decoder->decode(syncRequestID) || !syncRequestID) {
// We received an invalid sync message.
// FIXME: Handle this.
decoder->markInvalid();
return;
}
auto replyEncoder = std::make_unique<MessageEncoder>("IPC", "SyncMessageReply", syncRequestID);
// Hand off both the decoder and encoder to the work queue message receiver.
workQueueMessageReceiver->didReceiveSyncMessage(this, *decoder, replyEncoder);
// FIXME: If the message was invalid, we should send back a SyncMessageError.
ASSERT(!decoder->isInvalid());
if (replyEncoder)
sendSyncReply(std::move(replyEncoder));
}
void Connection::setDidCloseOnConnectionWorkQueueCallback(DidCloseOnConnectionWorkQueueCallback callback)
{
ASSERT(!m_isConnected);
m_didCloseOnConnectionWorkQueueCallback = callback;
}
void Connection::invalidate()
{
if (!isValid()) {
// Someone already called invalidate().
return;
}
// Reset the client.
m_client = 0;
m_connectionQueue->dispatch(WTF::bind(&Connection::platformInvalidate, this));
}
void Connection::markCurrentlyDispatchedMessageAsInvalid()
{
// This should only be called while processing a message.
ASSERT(m_inDispatchMessageCount > 0);
m_didReceiveInvalidMessage = true;
}
std::unique_ptr<MessageEncoder> Connection::createSyncMessageEncoder(StringReference messageReceiverName, StringReference messageName, uint64_t destinationID, uint64_t& syncRequestID)
{
auto encoder = std::make_unique<MessageEncoder>(messageReceiverName, messageName, destinationID);
encoder->setIsSyncMessage(true);
// Encode the sync request ID.
COMPILE_ASSERT(sizeof(m_syncRequestID) == sizeof(int64_t), CanUseAtomicIncrement);
syncRequestID = ++m_syncRequestID;
*encoder << syncRequestID;
return encoder;
}
bool Connection::sendMessage(std::unique_ptr<MessageEncoder> encoder, unsigned messageSendFlags)
{
if (!isValid())
return false;
if (messageSendFlags & DispatchMessageEvenWhenWaitingForSyncReply
&& (!m_onlySendMessagesAsDispatchWhenWaitingForSyncReplyWhenProcessingSuchAMessage
|| m_inDispatchMessageMarkedDispatchWhenWaitingForSyncReplyCount))
encoder->setShouldDispatchMessageWhenWaitingForSyncReply(true);
{
MutexLocker locker(m_outgoingMessagesLock);
m_outgoingMessages.append(std::move(encoder));
}
// FIXME: We should add a boolean flag so we don't call this when work has already been scheduled.
m_connectionQueue->dispatch(WTF::bind(&Connection::sendOutgoingMessages, this));
return true;
}
bool Connection::sendSyncReply(std::unique_ptr<MessageEncoder> encoder)
{
return sendMessage(std::move(encoder));
}
std::unique_ptr<MessageDecoder> Connection::waitForMessage(StringReference messageReceiverName, StringReference messageName, uint64_t destinationID, std::chrono::milliseconds timeout)
{
// First, check if this message is already in the incoming messages queue.
{
MutexLocker locker(m_incomingMessagesLock);
for (auto it = m_incomingMessages.begin(), end = m_incomingMessages.end(); it != end; ++it) {
std::unique_ptr<MessageDecoder>& message = *it;
if (message->messageReceiverName() == messageReceiverName && message->messageName() == messageName && message->destinationID() == destinationID) {
std::unique_ptr<MessageDecoder> returnedMessage = std::move(message);
m_incomingMessages.remove(it);
return returnedMessage;
}
}
}
std::pair<std::pair<StringReference, StringReference>, uint64_t> messageAndDestination(std::make_pair(std::make_pair(messageReceiverName, messageName), destinationID));
{
std::lock_guard<std::mutex> lock(m_waitForMessageMutex);
// We don't support having multiple clients wait for the same message.
ASSERT(!m_waitForMessageMap.contains(messageAndDestination));
// Insert our pending wait.
m_waitForMessageMap.set(messageAndDestination, nullptr);
}
// Now wait for it to be set.
while (true) {
std::unique_lock<std::mutex> lock(m_waitForMessageMutex);
auto it = m_waitForMessageMap.find(messageAndDestination);
if (it->value) {
std::unique_ptr<MessageDecoder> decoder = std::move(it->value);
m_waitForMessageMap.remove(it);
return decoder;
}
// Now we wait.
if (m_waitForMessageCondition.wait_for(lock, timeout) == std::cv_status::timeout) {
// We timed out, now remove the pending wait.
m_waitForMessageMap.remove(messageAndDestination);
break;
}
}
return nullptr;
}
std::unique_ptr<MessageDecoder> Connection::sendSyncMessage(uint64_t syncRequestID, std::unique_ptr<MessageEncoder> encoder, double timeout, unsigned syncSendFlags)
{
if (RunLoop::current() != m_clientRunLoop) {
// No flags are supported for synchronous messages sent from secondary threads.
ASSERT(!syncSendFlags);
return sendSyncMessageFromSecondaryThread(syncRequestID, std::move(encoder), timeout);
}
if (!isValid()) {
didFailToSendSyncMessage();
return nullptr;
}
// Push the pending sync reply information on our stack.
{
MutexLocker locker(m_syncReplyStateMutex);
if (!m_shouldWaitForSyncReplies) {
didFailToSendSyncMessage();
return nullptr;
}
m_pendingSyncReplies.append(PendingSyncReply(syncRequestID));
}
++m_inSendSyncCount;
// First send the message.
sendMessage(std::move(encoder), DispatchMessageEvenWhenWaitingForSyncReply);
// Then wait for a reply. Waiting for a reply could involve dispatching incoming sync messages, so
// keep an extra reference to the connection here in case it's invalidated.
Ref<Connection> protect(*this);
std::unique_ptr<MessageDecoder> reply = waitForSyncReply(syncRequestID, timeout, syncSendFlags);
--m_inSendSyncCount;
// Finally, pop the pending sync reply information.
{
MutexLocker locker(m_syncReplyStateMutex);
ASSERT(m_pendingSyncReplies.last().syncRequestID == syncRequestID);
m_pendingSyncReplies.removeLast();
}
if (!reply)
didFailToSendSyncMessage();
return reply;
}
std::unique_ptr<MessageDecoder> Connection::sendSyncMessageFromSecondaryThread(uint64_t syncRequestID, std::unique_ptr<MessageEncoder> encoder, double timeout)
{
ASSERT(RunLoop::current() != m_clientRunLoop);
if (!isValid())
return nullptr;
SecondaryThreadPendingSyncReply pendingReply;
// Push the pending sync reply information on our stack.
{
MutexLocker locker(m_syncReplyStateMutex);
if (!m_shouldWaitForSyncReplies)
return nullptr;
ASSERT(!m_secondaryThreadPendingSyncReplyMap.contains(syncRequestID));
m_secondaryThreadPendingSyncReplyMap.add(syncRequestID, &pendingReply);
}
sendMessage(std::move(encoder), 0);
// Use a really long timeout.
if (timeout == NoTimeout)
timeout = 1e10;
pendingReply.semaphore.wait(currentTime() + timeout);
// Finally, pop the pending sync reply information.
{
MutexLocker locker(m_syncReplyStateMutex);
ASSERT(m_secondaryThreadPendingSyncReplyMap.contains(syncRequestID));
m_secondaryThreadPendingSyncReplyMap.remove(syncRequestID);
}
return std::move(pendingReply.replyDecoder);
}
std::unique_ptr<MessageDecoder> Connection::waitForSyncReply(uint64_t syncRequestID, double timeout, unsigned syncSendFlags)
{
// Use a really long timeout.
if (timeout == NoTimeout)
timeout = 1e10;
double absoluteTime = currentTime() + timeout;
bool timedOut = false;
while (!timedOut) {
// First, check if we have any messages that we need to process.
m_syncMessageState->dispatchMessages(0);
{
MutexLocker locker(m_syncReplyStateMutex);
// Second, check if there is a sync reply at the top of the stack.
ASSERT(!m_pendingSyncReplies.isEmpty());
PendingSyncReply& pendingSyncReply = m_pendingSyncReplies.last();
ASSERT_UNUSED(syncRequestID, pendingSyncReply.syncRequestID == syncRequestID);
// We found the sync reply, or the connection was closed.
if (pendingSyncReply.didReceiveReply || !m_shouldWaitForSyncReplies)
return std::move(pendingSyncReply.replyDecoder);
}
// Processing a sync message could cause the connection to be invalidated.
// (If the handler ends up calling Connection::invalidate).
// If that happens, we need to stop waiting, or we'll hang since we won't get
// any more incoming messages.
if (!isValid())
return nullptr;
// We didn't find a sync reply yet, keep waiting.
// This allows the WebProcess to still serve clients while waiting for the message to return.
// Notably, it can continue to process accessibility requests, which are on the main thread.
if (syncSendFlags & SpinRunLoopWhileWaitingForReply) {
#if PLATFORM(MAC)
// FIXME: Although we run forever, any events incoming will cause us to drop out and exit out. This however doesn't
// account for a timeout value passed in. Timeout is always NoTimeout in these cases, but that could change.
RunLoop::current()->runForDuration(1e10);
timedOut = currentTime() >= absoluteTime;
#endif
} else
timedOut = !m_syncMessageState->wait(absoluteTime);
}
return nullptr;
}
void Connection::processIncomingSyncReply(std::unique_ptr<MessageDecoder> decoder)
{
MutexLocker locker(m_syncReplyStateMutex);
// Go through the stack of sync requests that have pending replies and see which one
// this reply is for.
for (size_t i = m_pendingSyncReplies.size(); i > 0; --i) {
PendingSyncReply& pendingSyncReply = m_pendingSyncReplies[i - 1];
if (pendingSyncReply.syncRequestID != decoder->destinationID())
continue;
ASSERT(!pendingSyncReply.replyDecoder);
pendingSyncReply.replyDecoder = std::move(decoder);
pendingSyncReply.didReceiveReply = true;
// We got a reply to the last send message, wake up the client run loop so it can be processed.
if (i == m_pendingSyncReplies.size())
m_syncMessageState->wakeUpClientRunLoop();
return;
}
// If it's not a reply to any primary thread message, check if it is a reply to a secondary thread one.
SecondaryThreadPendingSyncReplyMap::iterator secondaryThreadReplyMapItem = m_secondaryThreadPendingSyncReplyMap.find(decoder->destinationID());
if (secondaryThreadReplyMapItem != m_secondaryThreadPendingSyncReplyMap.end()) {
SecondaryThreadPendingSyncReply* reply = secondaryThreadReplyMapItem->value;
ASSERT(!reply->replyDecoder);
reply->replyDecoder = std::move(decoder);
reply->semaphore.signal();
}
// If we get here, it means we got a reply for a message that wasn't in the sync request stack or map.
// This can happen if the send timed out, so it's fine to ignore.
}
void Connection::processIncomingMessage(std::unique_ptr<MessageDecoder> message)
{
ASSERT(!message->messageReceiverName().isEmpty());
ASSERT(!message->messageName().isEmpty());
if (message->messageReceiverName() == "IPC" && message->messageName() == "SyncMessageReply") {
processIncomingSyncReply(std::move(message));
return;
}
if (!m_workQueueMessageReceivers.isValidKey(message->messageReceiverName())) {
if (message->messageReceiverName().isEmpty() && message->messageName().isEmpty()) {
// Something went wrong when decoding the message. Encode the message length so we can figure out if this
// happens for certain message lengths.
CString messageReceiverName = "<unknown message>";
CString messageName = String::format("<message length: %zu bytes>", message->length()).utf8();
m_clientRunLoop->dispatch(bind(&Connection::dispatchDidReceiveInvalidMessage, this, messageReceiverName, messageName));
return;
}
m_clientRunLoop->dispatch(bind(&Connection::dispatchDidReceiveInvalidMessage, this, message->messageReceiverName().toString(), message->messageName().toString()));
return;
}
auto it = m_workQueueMessageReceivers.find(message->messageReceiverName());
if (it != m_workQueueMessageReceivers.end()) {
it->value.first->dispatch(bind(&Connection::dispatchWorkQueueMessageReceiverMessage, this, it->value.second, message.release()));
return;
}
// Check if this is a sync message or if it's a message that should be dispatched even when waiting for
// a sync reply. If it is, and we're waiting for a sync reply this message needs to be dispatched.
// If we don't we'll end up with a deadlock where both sync message senders are stuck waiting for a reply.
if (m_syncMessageState->processIncomingMessage(this, message))
return;
// Check if we're waiting for this message.
{
std::lock_guard<std::mutex> lock(m_waitForMessageMutex);
auto it = m_waitForMessageMap.find(std::make_pair(std::make_pair(message->messageReceiverName(), message->messageName()), message->destinationID()));
if (it != m_waitForMessageMap.end()) {
it->value = std::move(message);
ASSERT(it->value);
m_waitForMessageCondition.notify_one();
return;
}
}
enqueueIncomingMessage(std::move(message));
}
void Connection::postConnectionDidCloseOnConnectionWorkQueue()
{
m_connectionQueue->dispatch(WTF::bind(&Connection::connectionDidClose, this));
}
void Connection::connectionDidClose()
{
// The connection is now invalid.
platformInvalidate();
{
MutexLocker locker(m_syncReplyStateMutex);
ASSERT(m_shouldWaitForSyncReplies);
m_shouldWaitForSyncReplies = false;
if (!m_pendingSyncReplies.isEmpty())
m_syncMessageState->wakeUpClientRunLoop();
for (SecondaryThreadPendingSyncReplyMap::iterator iter = m_secondaryThreadPendingSyncReplyMap.begin(); iter != m_secondaryThreadPendingSyncReplyMap.end(); ++iter)
iter->value->semaphore.signal();
}
if (m_didCloseOnConnectionWorkQueueCallback)
m_didCloseOnConnectionWorkQueueCallback(this);
m_clientRunLoop->dispatch(WTF::bind(&Connection::dispatchConnectionDidClose, this));
}
void Connection::dispatchConnectionDidClose()
{
// If the connection has been explicitly invalidated before dispatchConnectionDidClose was called,
// then the client will be null here.
if (!m_client)
return;
// Because we define a connection as being "valid" based on wheter it has a null client, we null out
// the client before calling didClose here. Otherwise, sendSync will try to send a message to the connection and
// will then wait indefinitely for a reply.
Client* client = m_client;
m_client = 0;
client->didClose(this);
}
bool Connection::canSendOutgoingMessages() const
{
return m_isConnected && platformCanSendOutgoingMessages();
}
void Connection::sendOutgoingMessages()
{
if (!canSendOutgoingMessages())
return;
while (true) {
std::unique_ptr<MessageEncoder> message;
{
MutexLocker locker(m_outgoingMessagesLock);
if (m_outgoingMessages.isEmpty())
break;
message = m_outgoingMessages.takeFirst();
}
if (!sendOutgoingMessage(std::move(message)))
break;
}
}
void Connection::dispatchSyncMessage(MessageDecoder& decoder)
{
ASSERT(decoder.isSyncMessage());
uint64_t syncRequestID = 0;
if (!decoder.decode(syncRequestID) || !syncRequestID) {
// We received an invalid sync message.
decoder.markInvalid();
return;
}
auto replyEncoder = std::make_unique<MessageEncoder>("IPC", "SyncMessageReply", syncRequestID);
// Hand off both the decoder and encoder to the client.
m_client->didReceiveSyncMessage(this, decoder, replyEncoder);
// FIXME: If the message was invalid, we should send back a SyncMessageError.
ASSERT(!decoder.isInvalid());
if (replyEncoder)
sendSyncReply(std::move(replyEncoder));
}
void Connection::dispatchDidReceiveInvalidMessage(const CString& messageReceiverNameString, const CString& messageNameString)
{
ASSERT(RunLoop::current() == m_clientRunLoop);
if (!m_client)
return;
m_client->didReceiveInvalidMessage(this, StringReference(messageReceiverNameString.data(), messageReceiverNameString.length()), StringReference(messageNameString.data(), messageNameString.length()));
}
void Connection::didFailToSendSyncMessage()
{
if (!m_shouldExitOnSyncMessageSendFailure)
return;
exit(0);
}
void Connection::enqueueIncomingMessage(std::unique_ptr<MessageDecoder> incomingMessage)
{
{
MutexLocker locker(m_incomingMessagesLock);
m_incomingMessages.append(std::move(incomingMessage));
}
m_clientRunLoop->dispatch(WTF::bind(&Connection::dispatchOneMessage, this));
}
void Connection::dispatchMessage(MessageDecoder& decoder)
{
m_client->didReceiveMessage(this, decoder);
}
void Connection::dispatchMessage(std::unique_ptr<MessageDecoder> message)
{
// If there's no client, return. We do this after calling releaseArguments so that
// the ArgumentDecoder message will be freed.
if (!m_client)
return;
m_inDispatchMessageCount++;
if (message->shouldDispatchMessageWhenWaitingForSyncReply())
m_inDispatchMessageMarkedDispatchWhenWaitingForSyncReplyCount++;
bool oldDidReceiveInvalidMessage = m_didReceiveInvalidMessage;
m_didReceiveInvalidMessage = false;
if (message->isSyncMessage())
dispatchSyncMessage(*message);
else
dispatchMessage(*message);
m_didReceiveInvalidMessage |= message->isInvalid();
m_inDispatchMessageCount--;
if (message->shouldDispatchMessageWhenWaitingForSyncReply())
m_inDispatchMessageMarkedDispatchWhenWaitingForSyncReplyCount--;
if (m_didReceiveInvalidMessage && m_client)
m_client->didReceiveInvalidMessage(this, message->messageReceiverName(), message->messageName());
m_didReceiveInvalidMessage = oldDidReceiveInvalidMessage;
}
void Connection::dispatchOneMessage()
{
std::unique_ptr<MessageDecoder> message;
{
MutexLocker locker(m_incomingMessagesLock);
if (m_incomingMessages.isEmpty())
return;
message = m_incomingMessages.takeFirst();
}
dispatchMessage(std::move(message));
}
void Connection::wakeUpRunLoop()
{
m_clientRunLoop->wakeUp();
}
} // namespace IPC