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Diff for /wine4/wine/dlls/wsock32/tests/wsock32_main.c between version 1.24 and 1.25

version 1.24, 2005/02/24 02:52:29 version 1.25, 2005/02/24 03:16:30
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 #include <winsock.h> #include <winsock.h>
 #include <wtypes.h> #include <wtypes.h>
 #include <winerror.h> #include <winerror.h>
 #include <string.h>  
  
 #ifndef STANDALONE #ifndef STANDALONE
 #include "wine/test.h" #include "wine/test.h"
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 // global test data; server sends it to client, then client verifies it // global test data; server sends it to client, then client verifies it
 char *gTestData; char *gTestData;
  
 struct MyThread {  struct ThreadInfo {
         HANDLE Handle;         HANDLE Handle;
         DWORD ID;         DWORD ID;
 }; };
  
 struct ServerThread {  struct ServerInfo {
         HANDLE ServerThread;          HANDLE threadHandle;
         DWORD ServerThreadID;          DWORD threadID;
         SOCKET ConnectedSocket; // socket to communicate with client          SOCKET connectedSocket; // socket to communicate with client
         SOCKADDR_IN Client; // client info          SOCKADDR_IN clientAddr; // client info
 }; };
  
 static void test_Startup(void); static void test_Startup(void);
 static void test_ClientServerBlocking_1(void); static void test_ClientServerBlocking_1(void);
 static void test_Cleanup(void); static void test_Cleanup(void);
  
   static void StartNetworkApp(int type, SOCKET *sock, SOCKADDR_IN *addr);
   static void BlockingServer_ProcessConnection(struct ServerInfo *t);
 static void StartBlockingClients(int *serverPort); static void StartBlockingClients(int *serverPort);
 static void BlockingClient(int *serverPort); static void BlockingClient(int *serverPort);
 static void BlockingServer(); static void BlockingServer();
  
   
 // StartNetworkApp creates socket sock of type type and returns assigned port number in addr. // StartNetworkApp creates socket sock of type type and returns assigned port number in addr.
 void StartNetworkApp(int type, SOCKET *sock, SOCKADDR_IN *addr)  static void StartNetworkApp(int type, SOCKET *sock, SOCKADDR_IN *addr)
 { {
         SOCKADDR_IN tmpAddr;         SOCKADDR_IN tmpAddr;
         int tmpAddrSize;         int tmpAddrSize;
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         addr->sin_port = tmpAddr.sin_port;         addr->sin_port = tmpAddr.sin_port;
 } }
  
 void BlockingClient(int *serverPort)  static void BlockingClient(int *serverPort)
 { {
         SOCKET sock;         SOCKET sock;
         SOCKADDR_IN client, server;         SOCKADDR_IN client, server;
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         int totCharsReceived = 0;         int totCharsReceived = 0;
         int numCharsReceived;         int numCharsReceived;
         int memSame;         int memSame;
         int yieldCounter = 0;  
         char buf[1001];         char buf[1001];
  
         StartNetworkApp(SOCK_STREAM, &sock, &client);         StartNetworkApp(SOCK_STREAM, &sock, &client);
  
         //trace("client port %d\n",ntohs(client.sin_port));  
   
         hp = gethostbyname("localhost");         hp = gethostbyname("localhost");
  
         server.sin_family = AF_INET;         server.sin_family = AF_INET;
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                 memSame = ! memcmp(buf,gTestData+totCharsReceived,numCharsReceived);                 memSame = ! memcmp(buf,gTestData+totCharsReceived,numCharsReceived);
                 ok( memSame, "data integrity lost during transfer\n" );                 ok( memSame, "data integrity lost during transfer\n" );
                 totCharsReceived += numCharsReceived;                 totCharsReceived += numCharsReceived;
   
                 // yield to our other threads  
                 if(yieldCounter % 20 == 0) {  
                         //Sleep(100);  
                 }                 }
                 yieldCounter++;  
         }  
   
         //trace("client done\n");  
 } }
  
 void BlockingServer_ProcessConnection(struct ServerThread *t)  static void BlockingServer_ProcessConnection(struct ServerInfo *t)
 { {
         // this will handle all connections to the server, it's in its own function to allow for multithreading         // this will handle all connections to the server, it's in its own function to allow for multithreading
         int bClosed;         int bClosed;
         int totCharsSent = 0;         int totCharsSent = 0;
         int numCharsSent;         int numCharsSent;
         int yieldCounter = 0;  
         const int charsPerSend = 2000;         const int charsPerSend = 2000;
  
         // loop and send data         // loop and send data
         while( totCharsSent < TEST_DATA_SIZE ) {         while( totCharsSent < TEST_DATA_SIZE ) {
                 numCharsSent = send(t->ConnectedSocket, gTestData+totCharsSent, (totCharsSent + charsPerSend <= TEST_DATA_SIZE) ? charsPerSend : TEST_DATA_SIZE - totCharsSent, 0);                  numCharsSent = send(t->connectedSocket, gTestData+totCharsSent, (totCharsSent + charsPerSend <= TEST_DATA_SIZE) ? charsPerSend : TEST_DATA_SIZE - totCharsSent, 0);
                 ok( numCharsSent != SOCKET_ERROR, "socket error\n" );                 ok( numCharsSent != SOCKET_ERROR, "socket error\n" );
                 if(numCharsSent == SOCKET_ERROR) {  
                         printf("error code: %d",WSAGetLastError());  
                 }  
                 totCharsSent += numCharsSent;  
  
                 // yield to our other threads                  // pass if send buffer is full
                 if(yieldCounter % 20 == 0) {                  if(numCharsSent == 0) {
                         //Sleep(100);                          Sleep(100);
                 }                 }
                 yieldCounter++;  
                   totCharsSent += numCharsSent;
         }         }
  
         bClosed = !closesocket(t->ConnectedSocket);          bClosed = !closesocket(t->connectedSocket);
         ok(bClosed,"Error closing socket\n");         ok(bClosed,"Error closing socket\n");
 } }
  
 void BlockingServer() // listens for incoming connections and accepts up to NUM_CLIENTS connections at once  static void BlockingServer() // listens for incoming connections and accepts up to NUM_CLIENTS connections at once
 { {
         struct ServerThread *Threads;          struct ServerInfo *threads;
         int ThreadIndex = 0;          int threadIndex = 0;
         int serverPort = 0;         int serverPort = 0;
  
         SOCKET sock;         SOCKET sock;
         SOCKADDR_IN server;         SOCKADDR_IN server;
         int ListenReturn;          int listenReturn;
  
         StartNetworkApp(SOCK_STREAM, &sock, &server);         StartNetworkApp(SOCK_STREAM, &sock, &server);
  
         // allocate enough space to keep track of NUM_CLIENTS connections         // allocate enough space to keep track of NUM_CLIENTS connections
         Threads = malloc(sizeof(struct ServerThread) * NUM_CLIENTS);          threads = malloc(sizeof(struct ServerInfo) * NUM_CLIENTS);
         memset(Threads, 0, sizeof(struct ServerThread) * NUM_CLIENTS);          memset(threads, 0, sizeof(struct ServerInfo) * NUM_CLIENTS);
  
         // listen on port         // listen on port
         ListenReturn = listen(sock, NUM_CLIENTS);          listenReturn = listen(sock, NUM_CLIENTS);
         ok(ListenReturn != SOCKET_ERROR, "error listening on socket\n");          ok(listenReturn != SOCKET_ERROR, "error listening on socket\n");
  
         // set the port parameter; clients now know we're ready to accept connections         // set the port parameter; clients now know we're ready to accept connections
         serverPort = server.sin_port;         serverPort = server.sin_port;
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         CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &StartBlockingClients, &serverPort, 0, NULL);         CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &StartBlockingClients, &serverPort, 0, NULL);
  
         // we require one connection from each client thread         // we require one connection from each client thread
         for (ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {          for (threadIndex = 0; threadIndex < NUM_CLIENTS; threadIndex++) {
                         // accept connection                         // accept connection
                         Threads[ThreadIndex].ConnectedSocket = accept(sock, (SOCKADDR *) &Threads[ThreadIndex].Client, &sizeofSOCKADDR_IN); // this can be modified to include the address of the remote socket                          threads[threadIndex].connectedSocket = accept(sock, (SOCKADDR *) &threads[threadIndex].clientAddr, &sizeofSOCKADDR_IN); // this can be modified to include the address of the remote socket
                         ok(Threads[ThreadIndex].ConnectedSocket != INVALID_SOCKET, "error accepting socket\n");                          ok(threads[threadIndex].connectedSocket != INVALID_SOCKET, "error accepting socket\n");
  
                         // spawn thread to handle sending data                         // spawn thread to handle sending data
                         Threads[ThreadIndex].ServerThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer_ProcessConnection, &Threads[ThreadIndex], 0, &Threads[ThreadIndex].ServerThreadID);                          threads[threadIndex].threadHandle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer_ProcessConnection, &threads[threadIndex], 0, &threads[threadIndex].threadID);
         }         }
  
         // wait for all clients to receive data before cleaning up         // wait for all clients to receive data before cleaning up
         for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {          for(threadIndex = 0; threadIndex < NUM_CLIENTS; threadIndex++) {
                 WaitForSingleObject(Threads[ThreadIndex].ServerThread, INFINITE);                  WaitForSingleObject(threads[threadIndex].threadHandle, INFINITE);
         }         }
  
         free(Threads);          free(threads);
 } }
  
 static void StartBlockingClients(int *serverPort) static void StartBlockingClients(int *serverPort)
 { {
         int ThreadIndex = 0;          int threadIndex = 0;
         struct MyThread *ClientThreads;          struct ThreadInfo *clientThreads;
  
         ClientThreads = malloc(sizeof(struct MyThread) * NUM_CLIENTS);          clientThreads = malloc(sizeof(struct ThreadInfo) * NUM_CLIENTS);
         memset(ClientThreads, 0, sizeof(struct MyThread) * NUM_CLIENTS);          memset(clientThreads, 0, sizeof(struct ThreadInfo) * NUM_CLIENTS);
  
         for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {          for(threadIndex = 0; threadIndex < NUM_CLIENTS; threadIndex++) {
                 ClientThreads[ThreadIndex].Handle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, (void *) serverPort, 0, &ClientThreads[ThreadIndex].ID);                  clientThreads[threadIndex].Handle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, (void *) serverPort, 0, &clientThreads[threadIndex].ID);
         }         }
         trace("%d clients started\n", NUM_CLIENTS);         trace("%d clients started\n", NUM_CLIENTS);
  
         // wait for all clients to receive data before cleaning up         // wait for all clients to receive data before cleaning up
         for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {          for(threadIndex = 0; threadIndex < NUM_CLIENTS; threadIndex++) {
                 WaitForSingleObject(ClientThreads[ThreadIndex].Handle, INFINITE);                  WaitForSingleObject(clientThreads[threadIndex].Handle, INFINITE);
         }         }
  
         free(ClientThreads);          free(clientThreads);
 } }
  
 static void test_ClientServerBlocking_1(void) static void test_ClientServerBlocking_1(void)
 { {
         struct MyThread ServerThread;          struct ThreadInfo serverThread;
         DWORD waitStatus;         DWORD waitStatus;
  
         // start server thread         // start server thread
         // server starts client threads after it binds to a port.         // server starts client threads after it binds to a port.
         trace("starting main server thread\n");         trace("starting main server thread\n");
         ServerThread.Handle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, NULL, 0, &ServerThread.ID);          serverThread.Handle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, NULL, 0, &serverThread.ID);
  
         // server thread needs to end before cleaning up         // server thread needs to end before cleaning up
         waitStatus = WaitForSingleObject(ServerThread.Handle, TEST_TIMEOUT * 1000);          waitStatus = WaitForSingleObject(serverThread.Handle, TEST_TIMEOUT * 1000);
         ok( waitStatus != WAIT_TIMEOUT, "test did not complete in time\n" );         ok( waitStatus != WAIT_TIMEOUT, "test did not complete in time\n" );
   
         trace("test_ClientServerBlocking_1 done\n");  
 } }
  
 static void test_Startup(void) static void test_Startup(void)


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Rizwan Kassim
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