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Diff for /wine4/wine/dlls/wsock32/tests/wsock32_main.c between version 1.7 and 1.9

version 1.7, 2005/02/21 21:27:59 version 1.9, 2005/02/22 02:19:39
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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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         clientsDone++;         clientsDone++;
 } }
  
   void ProcessConnection(SOCKET ConnectedSocket)
   {
           // this will handle all connections to the server, it's in its own function to allow for multithreading
           close(ConnectedSocket);
   }
   
 void BlockingServer(int *port) void BlockingServer(int *port)
 { {
         SOCKET sock;         SOCKET sock;
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         StartNetworkApp(SOCK_STREAM, &sock, &server);         StartNetworkApp(SOCK_STREAM, &sock, &server);
         *port = server.sin_port;         *port = server.sin_port;
  
           Handle* ServerThreads;
           ServerThreads = malloc(sizeof(Handle) * NUM_CLIENTS);
           memset(ServerThreads, 0, sizeof(Handle) * NUM_CLIENTS)
   
           DWORD* ServerThreadIDs;
           ServerThreadIDs = malloc(sizeof(DWORD) * NUM_CLIENTS);
           memset(ServerThreadIDs, 0, sizeof(DWORD) * NUM_CLIENTS);
   
           int ThreadIndex = 0;
   
           //SOCKADDR_IN RemoteAddress;
   
           // condition for how long we want the test to run goes here
           {
                           ok(listen(sock, 5) != SOCKET_ERROR, "error listening on socket");
                           ok(INVALID_SOCK != (ConnectedSocket = accept(sock)), "error accepting socket"); // this can be modified to include the address of the remote socket
                           ServerThreads[ThreadIndex] = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &ProcessConnection, ConnectedSocket, 0, &ServerThreadIDs[ThreadIndex]);
                           // the line above needs to be cleaned up, it currently copies the connected socket into the called function
                           // and will then overwrite the local variable.  I'm thinking maybe it needs an array of sockets to handle this
                           // and then it can pass the address of the socket.
           }
   
         // network code here         // network code here
  
           free(ServerThreads);
           free(ServerThreadIDs);
         trace("blocking server done\n");         trace("blocking server done\n");
 } }
  
 static void test_ClientServerBlocking_1(void) static void test_ClientServerBlocking_1(void)
 { {
         int serverPort = 0;          int ThreadIndex = 0;
   HANDLE Thread1, Thread2;          int serverPort = 0; // I think the server port would work better as a #DEFINE rather than a variable that gets passed around everywhere
   DWORD ThreadId1, ThreadId2;    HANDLE ServerThread;
   Thread1 = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, &serverPort, 0, &ThreadId1);    DWORD ServerThreadId;
   Thread2 = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, &serverPort, 0, &ThreadId2);          DWORD *ClientThreadIds;
           HANDLE *ClientThreads;
   
           ServerThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, &serverPort, 0, &ServerThreadId);
   
           ClientThreads = malloc(sizeof(Handle) * NUM_CLIENTS);
           memset(ClientThreads, 0, sizeof(Handle) * NUM_CLIENTS)
   
           ClientThreadIds = malloc(sizeof(DWORD) * NUM_CLIENTS);
           memset(ClientThreadIds, 0, sizeof(DWORD) * NUM_CLIENTS);
   
           for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {
                   ClientThreads[ThreadIndex] = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, &serverPort, 0, &ClientThreadIds[ThreadIndex]);
           }
   
         trace("test_ClientServerBlocking_1 done\n");         trace("test_ClientServerBlocking_1 done\n");
 } }
  


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  Added in v.1.9

Rizwan Kassim
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