text: /* Copyright Joyent, Inc. and other Node contributors. All rights reserved.
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to
   * deal in the Software without restriction, including without limitation the
   * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
   * sell copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
   * IN THE SOFTWARE.
   */
  
  #ifndef UV_WIN_HANDLE_INL_H_
  #define UV_WIN_HANDLE_INL_H_
  
  #include <assert.h>
  #include <io.h>
  
  #include "uv.h"
  #include "internal.h"
  
  
  #define DECREASE_ACTIVE_COUNT(loop, handle)                             \
    do {                                                                  \
      if (--(handle)->activecnt == 0 &&                                   \
          !((handle)->flags & UV_HANDLE_CLOSING)) {                       \
        uv__handle_stop((handle));                                        \
      }                                                                   \
      assert((handle)->activecnt >= 0);                                   \
    } while (0)
  
  
  #define INCREASE_ACTIVE_COUNT(loop, handle)                             \
    do {                                                                  \
      if ((handle)->activecnt++ == 0) {                                   \
        uv__handle_start((handle));                                       \
      }                                                                   \
      assert((handle)->activecnt > 0);                                    \
    } while (0)
  
  
  #define DECREASE_PENDING_REQ_COUNT(handle)                              \
    do {                                                                  \
      assert(handle->reqs_pending > 0);                                   \
      handle->reqs_pending--;                                             \
                                                                          \
      if (handle->flags & UV_HANDLE_CLOSING &&                            \
          handle->reqs_pending == 0) {                                    \
        uv_want_endgame(loop, (uv_handle_t*)handle);                      \
      }                                                                   \
    } while (0)
  
  
  #define uv__handle_closing(handle)                                      \
    do {                                                                  \
      assert(!((handle)->flags & UV_HANDLE_CLOSING));                     \
                                                                          \
      if (!(((handle)->flags & UV_HANDLE_ACTIVE) &&                       \
            ((handle)->flags & UV_HANDLE_REF)))                           \
        uv__active_handle_add((uv_handle_t*) (handle));                   \
                                                                          \
      (handle)->flags |= UV_HANDLE_CLOSING;                               \
      (handle)->flags &= ~UV_HANDLE_ACTIVE;                               \
    } while (0)
  
  
  #define uv__handle_close(handle)                                        \
    do {                                                                  \
      QUEUE_REMOVE(&(handle)->handle_queue);                              \
      uv__active_handle_rm((uv_handle_t*) (handle));                      \
                                                                          \
      (handle)->flags |= UV_HANDLE_CLOSED;                                \
                                                                          \
      if ((handle)->close_cb)                                             \
        (handle)->close_cb((uv_handle_t*) (handle));                      \
    } while (0)
  
  
  INLINE static void uv_want_endgame(uv_loop_t* loop, uv_handle_t* handle) {
    if (!(handle->flags & UV_HANDLE_ENDGAME_QUEUED)) {
      handle->flags |= UV_HANDLE_ENDGAME_QUEUED;
  
      handle->endgame_next = loop->endgame_handles;
      loop->endgame_handles = handle;
    }
  }
  
  
  INLINE static void uv_process_endgames(uv_loop_t* loop) {
    uv_handle_t* handle;
  
    while (loop->endgame_handles) {
      handle = loop->endgame_handles;
      loop->endgame_handles = handle->endgame_next;
  
      handle->flags &= ~UV_HANDLE_ENDGAME_QUEUED;
  
      switch (handle->type) {
        case UV_TCP:
          uv_tcp_endgame(loop, (uv_tcp_t*) handle);
          break;
  
        case UV_NAMED_PIPE:
          uv_pipe_endgame(loop, (uv_pipe_t*) handle);
          break;
  
        case UV_TTY:
          uv_tty_endgame(loop, (uv_tty_t*) handle);
          break;
  
        case UV_UDP:
          uv_udp_endgame(loop, (uv_udp_t*) handle);
          break;
  
        case UV_POLL:
          uv_poll_endgame(loop, (uv_poll_t*) handle);
          break;
  
        case UV_TIMER:
          uv__timer_close((uv_timer_t*) handle);
          uv__handle_close(handle);
          break;
  
        case UV_PREPARE:
        case UV_CHECK:
        case UV_IDLE:
          uv_loop_watcher_endgame(loop, handle);
          break;
  
        case UV_ASYNC:
          uv_async_endgame(loop, (uv_async_t*) handle);
          break;
  
        case UV_SIGNAL:
          uv_signal_endgame(loop, (uv_signal_t*) handle);
          break;
  
        case UV_PROCESS:
          uv_process_endgame(loop, (uv_process_t*) handle);
          break;
  
        case UV_FS_EVENT:
          uv_fs_event_endgame(loop, (uv_fs_event_t*) handle);
          break;
  
        case UV_FS_POLL:
          uv__fs_poll_endgame(loop, (uv_fs_poll_t*) handle);
          break;
  
        default:
          assert(0);
          break;
      }
    }
  }
  
  INLINE static HANDLE uv__get_osfhandle(int fd)
  {
    /* _get_osfhandle() raises an assert in debug builds if the FD is invalid.
     * But it also correctly checks the FD and returns INVALID_HANDLE_VALUE for
     * invalid FDs in release builds (or if you let the assert continue). So this
     * wrapper function disables asserts when calling _get_osfhandle. */
  
    HANDLE handle;
    UV_BEGIN_DISABLE_CRT_ASSERT();
    handle = (HANDLE) _get_osfhandle(fd);
    UV_END_DISABLE_CRT_ASSERT();
    return handle;
  }
  
  #endif /* UV_WIN_HANDLE_INL_H_ */
  