haiku/src/servers/app/ServerApp.h
Axel Dörfler f33610f874 Fixed number 1 (or the only one? ;-)) crashing bug #306 in the app_server:
Since ServerWindow removed itself from its ServerApp in _PrepareQuit(), it could
happen quite easily that the ServerApp was deleted before the ServerWindow - and
since deleting WindowLayer as part of that referenced the ServerApp, it crashed.
Now, adding/removing is both done by the ServerWindow in Init() respectively
the destructor.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@17198 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-04-21 22:43:23 +00:00

139 lines
3.6 KiB
C++

/*
* Copyright 2001-2006, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adrian Oanca <adioanca@cotty.iren.ro>
* Stephan Aßmus <superstippi@gmx.de>
* Stefano Ceccherini (burton666@libero.it)
* Axel Dörfler, axeld@pinc-software.de
*/
#ifndef SERVER_APP_H
#define SERVER_APP_H
#include "ClientMemoryAllocator.h"
#include "MessageLooper.h"
#include <ObjectList.h>
#include <TokenSpace.h>
#include <Messenger.h>
#include <String.h>
class AreaPool;
class BMessage;
class BList;
class Desktop;
class DrawingEngine;
class ServerPicture;
class ServerCursor;
class ServerBitmap;
class ServerWindow;
namespace BPrivate {
class PortLink;
};
class ServerApp : public MessageLooper {
public:
ServerApp(Desktop* desktop,
port_id clientAppPort,
port_id clientLooperPort,
team_id clientTeamID,
int32 handlerID,
const char* signature);
virtual ~ServerApp();
status_t InitCheck();
void Quit(sem_id shutdownSemaphore = -1);
virtual bool Run();
virtual port_id MessagePort() const { return fMessagePort; }
/*!
\brief Determines whether the application is the active one
\return true if active, false if not.
*/
bool IsActive(void) const { return fIsActive; }
void Activate(bool value);
void SendMessageToClient(BMessage* message) const;
void SetCurrentCursor(ServerCursor* cursor);
ServerCursor* CurrentCursor() const;
team_id ClientTeam() const;
const char* Signature() const { return fSignature.String(); }
const char* SignatureLeaf() const { return fSignature.String() + 12; }
bool AddWindow(ServerWindow* window);
void RemoveWindow(ServerWindow* window);
bool InWorkspace(int32 index) const;
uint32 Workspaces() const;
int32 InitialWorkspace() const { return fInitialWorkspace; }
int32 CountBitmaps() const;
ServerBitmap* FindBitmap(int32 token) const;
int32 CountPictures() const;
ServerPicture* CreatePicture(const ServerPicture* original = NULL);
ServerPicture* FindPicture(const int32& token) const;
bool DeletePicture(const int32& token);
Desktop* GetDesktop() const { return fDesktop; }
BPrivate::BTokenSpace& ViewTokens() { return fViewTokens; }
private:
virtual void _DispatchMessage(int32 code,
BPrivate::LinkReceiver& link);
virtual void _MessageLooper();
virtual void _GetLooperName(char* name, size_t size);
status_t _CreateWindow(int32 code,
BPrivate::LinkReceiver& link,
port_id& clientReplyPort);
bool _HasWindowUnderMouse();
port_id fMessagePort;
port_id fClientReplyPort;
// our BApplication's event port
BMessenger fHandlerMessenger;
port_id fClientLooperPort;
int32 fClientToken;
// To send a BMessage to the client
// (port + token)
Desktop* fDesktop;
BString fSignature;
team_id fClientTeam;
mutable BLocker fWindowListLock;
BObjectList<ServerWindow> fWindowList;
BPrivate::BTokenSpace fViewTokens;
int32 fInitialWorkspace;
// NOTE: Bitmaps and Pictures are stored globally, but ServerApps remember
// which ones they own so that they can destroy them when they quit.
// TODO:
// - As we reference these stuff by token, what about putting them in hash tables ?
BList fBitmapList;
BList fPictureList;
ServerCursor* fAppCursor;
ServerCursor* fViewCursor;
int32 fCursorHideLevel;
// 0 = cursor visible
bool fIsActive;
ClientMemoryAllocator fMemoryAllocator;
};
#endif // SERVER_APP_H