* As Ingo pointed out to me earlier, TCP could now delete its socket too early

when using the shutdown() command.
* If TCP no longer needs a socket, it will now set the flag FLAG_DELETE_ON_CLOSE;
  when the socket is closed from the upper layers, it will set the FLAG_CLOSED
  flag - and only if both are set, TCP will now delete the socket itself on
  receive.
* This fixes bug #2189.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@25278 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Axel Dörfler 2008-05-01 11:44:19 +00:00
parent 184de764fe
commit 63368af591

View File

@ -219,7 +219,7 @@ enum {
// is performed on a listen()ing socket.
FLAG_NO_RECEIVE = 0x04,
FLAG_CLOSED = 0x08,
FLAG_DELETE = 0x10,
FLAG_DELETE_ON_CLOSE = 0x10,
};
@ -500,7 +500,6 @@ TCPEndpoint::Close()
fSendQueue.Used());
}
fFlags |= FLAG_CLOSED;
return B_OK;
}
@ -512,11 +511,16 @@ TCPEndpoint::Free()
MutexLocker _(fLock);
if (fState <= SYNCHRONIZE_SENT || fState == TIME_WAIT)
if (fState <= SYNCHRONIZE_SENT)
return B_OK;
// we are only interested in the timer, not in changing state
_EnterTimeWait();
fFlags |= FLAG_CLOSED;
if ((fFlags & FLAG_DELETE_ON_CLOSE) != 0)
return B_OK;
return B_BUSY;
// we'll be freed later when the 2MSL timer expires
}
@ -1009,14 +1013,15 @@ TCPEndpoint::_EnterTimeWait()
{
TRACE("_EnterTimeWait()\n");
_CancelConnectionTimers();
if (fState == TIME_WAIT && fRoute != NULL
&& (fRoute->flags & RTF_LOCAL) != 0) {
// we do not use TIME_WAIT state for local connections
fFlags |= FLAG_DELETE;
fFlags |= FLAG_DELETE_ON_CLOSE;
return;
}
_CancelConnectionTimers();
_UpdateTimeWait();
}
@ -1106,11 +1111,7 @@ TCPEndpoint::_Close()
fState = CLOSED;
T(State(this));
if ((fFlags & FLAG_CLOSED) != 0) {
// this socket has been closed already, we don't need to keep
// it around anymore
fFlags |= FLAG_DELETE;
}
fFlags |= FLAG_DELETE_ON_CLOSE;
}
@ -1671,7 +1672,8 @@ TCPEndpoint::SegmentReceived(tcp_segment_header& segment, net_buffer* buffer)
else if (segmentAction & ACKNOWLEDGE)
DelayedAcknowledge();
if ((fFlags & FLAG_DELETE) != 0) {
if ((fFlags & (FLAG_CLOSED | FLAG_DELETE_ON_CLOSE))
== (FLAG_CLOSED | FLAG_DELETE_ON_CLOSE)) {
locker.Unlock();
gSocketModule->delete_socket(socket);
// this will also delete us