Blame src/win/signal.c

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/* Copyright Joyent, Inc. and other Node contributors. All rights reserved.
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to
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 * deal in the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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 * IN THE SOFTWARE.
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 */
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#include <assert.h>
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#include <signal.h>
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#include "uv.h"
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#include "internal.h"
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#include "handle-inl.h"
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#include "req-inl.h"
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RB_HEAD(uv_signal_tree_s, uv_signal_s);
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static struct uv_signal_tree_s uv__signal_tree = RB_INITIALIZER(uv__signal_tree);
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static CRITICAL_SECTION uv__signal_lock;
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static BOOL WINAPI uv__signal_control_handler(DWORD type);
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int uv__signal_start(uv_signal_t* handle,
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                     uv_signal_cb signal_cb,
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                     int signum,
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                     int oneshot);
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void uv_signals_init(void) {
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  InitializeCriticalSection(&uv__signal_lock);
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  if (!SetConsoleCtrlHandler(uv__signal_control_handler, TRUE))
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    abort();
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}
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void uv__signal_cleanup(void) {
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  /* TODO(bnoordhuis) Undo effects of uv_signal_init()? */
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}
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static int uv__signal_compare(uv_signal_t* w1, uv_signal_t* w2) {
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  /* Compare signums first so all watchers with the same signnum end up
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   * adjacent. */
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  if (w1->signum < w2->signum) return -1;
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  if (w1->signum > w2->signum) return 1;
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  /* Sort by loop pointer, so we can easily look up the first item after
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   * { .signum = x, .loop = NULL }. */
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  if ((uintptr_t) w1->loop < (uintptr_t) w2->loop) return -1;
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  if ((uintptr_t) w1->loop > (uintptr_t) w2->loop) return 1;
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  if ((uintptr_t) w1 < (uintptr_t) w2) return -1;
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  if ((uintptr_t) w1 > (uintptr_t) w2) return 1;
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  return 0;
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}
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RB_GENERATE_STATIC(uv_signal_tree_s, uv_signal_s, tree_entry, uv__signal_compare)
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/*
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 * Dispatches signal {signum} to all active uv_signal_t watchers in all loops.
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 * Returns 1 if the signal was dispatched to any watcher, or 0 if there were
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 * no active signal watchers observing this signal.
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 */
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int uv__signal_dispatch(int signum) {
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  uv_signal_t lookup;
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  uv_signal_t* handle;
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  int dispatched;
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  dispatched = 0;
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  EnterCriticalSection(&uv__signal_lock);
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  lookup.signum = signum;
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  lookup.loop = NULL;
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  for (handle = RB_NFIND(uv_signal_tree_s, &uv__signal_tree, &lookup);
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       handle != NULL && handle->signum == signum;
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       handle = RB_NEXT(uv_signal_tree_s, &uv__signal_tree, handle)) {
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    unsigned long previous = InterlockedExchange(
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            (volatile LONG*) &handle->pending_signum, signum);
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    if (handle->flags & UV_SIGNAL_ONE_SHOT_DISPATCHED)
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      continue;
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    if (!previous) {
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      POST_COMPLETION_FOR_REQ(handle->loop, &handle->signal_req);
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    }
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    dispatched = 1;
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    if (handle->flags & UV_SIGNAL_ONE_SHOT)
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      handle->flags |= UV_SIGNAL_ONE_SHOT_DISPATCHED;
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  }
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  LeaveCriticalSection(&uv__signal_lock);
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  return dispatched;
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}
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static BOOL WINAPI uv__signal_control_handler(DWORD type) {
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  switch (type) {
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    case CTRL_C_EVENT:
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      return uv__signal_dispatch(SIGINT);
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    case CTRL_BREAK_EVENT:
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      return uv__signal_dispatch(SIGBREAK);
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    case CTRL_CLOSE_EVENT:
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      if (uv__signal_dispatch(SIGHUP)) {
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        /* Windows will terminate the process after the control handler
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         * returns. After that it will just terminate our process. Therefore
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         * block the signal handler so the main loop has some time to pick up
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         * the signal and do something for a few seconds. */
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        Sleep(INFINITE);
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        return TRUE;
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      }
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      return FALSE;
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    case CTRL_LOGOFF_EVENT:
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    case CTRL_SHUTDOWN_EVENT:
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      /* These signals are only sent to services. Services have their own
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       * notification mechanism, so there's no point in handling these. */
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    default:
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      /* We don't handle these. */
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      return FALSE;
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  }
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}
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int uv_signal_init(uv_loop_t* loop, uv_signal_t* handle) {
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  uv__handle_init(loop, (uv_handle_t*) handle, UV_SIGNAL);
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  handle->pending_signum = 0;
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  handle->signum = 0;
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  handle->signal_cb = NULL;
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  UV_REQ_INIT(&handle->signal_req, UV_SIGNAL_REQ);
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  handle->signal_req.data = handle;
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  return 0;
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}
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int uv_signal_stop(uv_signal_t* handle) {
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  uv_signal_t* removed_handle;
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  /* If the watcher wasn't started, this is a no-op. */
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  if (handle->signum == 0)
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    return 0;
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  EnterCriticalSection(&uv__signal_lock);
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  removed_handle = RB_REMOVE(uv_signal_tree_s, &uv__signal_tree, handle);
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  assert(removed_handle == handle);
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  LeaveCriticalSection(&uv__signal_lock);
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  handle->signum = 0;
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  uv__handle_stop(handle);
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  return 0;
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}
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int uv_signal_start(uv_signal_t* handle, uv_signal_cb signal_cb, int signum) {
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  return uv__signal_start(handle, signal_cb, signum, 0);
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}
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int uv_signal_start_oneshot(uv_signal_t* handle,
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                            uv_signal_cb signal_cb,
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                            int signum) {
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  return uv__signal_start(handle, signal_cb, signum, 1);
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}
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int uv__signal_start(uv_signal_t* handle,
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                            uv_signal_cb signal_cb,
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                            int signum,
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                            int oneshot) {
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  /* Test for invalid signal values. */
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  if (signum <= 0 || signum >= NSIG)
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    return UV_EINVAL;
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  /* Short circuit: if the signal watcher is already watching {signum} don't go
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   * through the process of deregistering and registering the handler.
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   * Additionally, this avoids pending signals getting lost in the (small) time
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   * frame that handle->signum == 0. */
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  if (signum == handle->signum) {
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    handle->signal_cb = signal_cb;
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    return 0;
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  }
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  /* If the signal handler was already active, stop it first. */
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  if (handle->signum != 0) {
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    int r = uv_signal_stop(handle);
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    /* uv_signal_stop is infallible. */
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    assert(r == 0);
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  }
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  EnterCriticalSection(&uv__signal_lock);
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  handle->signum = signum;
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  if (oneshot)
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    handle->flags |= UV_SIGNAL_ONE_SHOT;
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  RB_INSERT(uv_signal_tree_s, &uv__signal_tree, handle);
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  LeaveCriticalSection(&uv__signal_lock);
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  handle->signal_cb = signal_cb;
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  uv__handle_start(handle);
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  return 0;
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}
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void uv_process_signal_req(uv_loop_t* loop, uv_signal_t* handle,
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    uv_req_t* req) {
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  long dispatched_signum;
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  assert(handle->type == UV_SIGNAL);
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  assert(req->type == UV_SIGNAL_REQ);
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  dispatched_signum = InterlockedExchange(
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          (volatile LONG*) &handle->pending_signum, 0);
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  assert(dispatched_signum != 0);
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  /* Check if the pending signal equals the signum that we are watching for.
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   * These can get out of sync when the handler is stopped and restarted while
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   * the signal_req is pending. */
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  if (dispatched_signum == handle->signum)
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    handle->signal_cb(handle, dispatched_signum);
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  if (handle->flags & UV_SIGNAL_ONE_SHOT)
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    uv_signal_stop(handle);
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  if (handle->flags & UV_HANDLE_CLOSING) {
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    /* When it is closing, it must be stopped at this point. */
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    assert(handle->signum == 0);
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    uv_want_endgame(loop, (uv_handle_t*) handle);
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  }
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}
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void uv_signal_close(uv_loop_t* loop, uv_signal_t* handle) {
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  uv_signal_stop(handle);
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  uv__handle_closing(handle);
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  if (handle->pending_signum == 0) {
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    uv_want_endgame(loop, (uv_handle_t*) handle);
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  }
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}
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void uv_signal_endgame(uv_loop_t* loop, uv_signal_t* handle) {
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  assert(handle->flags & UV_HANDLE_CLOSING);
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  assert(!(handle->flags & UV_HANDLE_CLOSED));
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  assert(handle->signum == 0);
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  assert(handle->pending_signum == 0);
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  handle->flags |= UV_HANDLE_CLOSED;
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  uv__handle_close(handle);
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}