In case the client isn't responding, this will block the compositor.
Instead we flush with MSG_DONTWAIT, which lets us fill up the kernel buffer
as much as we can (after not returning EPOLLOUT anymore it still can take
80k more), and then disconnect the client if we get EAGAIN.
Ignore previous patch, here's the correct version.
From 4e1bedaaf05b576f5191f8fe3a34904ab9707414 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Samuel=20R=C3=B8dal?= <samuel.rodal@nokia.com>
Date: Mon, 27 Feb 2012 15:17:20 +0100
Subject: [PATCH] Allow update function to not be set in wl_display_get_fd
The same check is done in connection_update, and now with
wl_display_flush() there's less need for the client to need to know the
connection mask.
This avoids the clash with the wayland-server version with the same
name, and allows linking against both wayland-client and wayland-server
at the same time, which can be useful for unit testing purposes as
well as for nested compositing.
Without this there will be crashes as the wrong wl_display_destroy()
is called.
Memory leak found by valgrinding simple-shm client.
struct wl_global::interface is a strdup()'d string that was never freed.
Make a function for freeing a wl_global, and use it.
krh: Edit to name wl_global destructor wl_global_destroy.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
WAYLAND_SOCKET contains a file descriptor that is an open connection to
a Wayland server. It is private to us, and makes no sense to relay the
same value (or any value) to our child processes.
Unset the environment variable to prevent it from being accidentally
relayed to other processes.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
This commit brings a big change to the DND and copy/paste interfaces.
Most importantly the functionality is now independent of wl_shell.
The wl_shell interface is intended for desktop style UI interaction and
an optional and experimental interface.
The new interface also allows receiving the DND data multiple times or
multiple times during the drag, and the mechanism for offering and receiving
data is now shared between DND and selections.
We set aside a range of the object ID space for use by the server. This
allows the server to bind an object to an ID for a client and pass that
object to the client. The client can use the object immediately and the
server can emit events to the object immdiately.
Some events, such as the display.delete_id, aren't very urgent and we
would like to not always send them immdiately and cause an unnecessary
context switch. The wl_resource_queue_event() function will place the
event in the connection output buffer but not request the main loop to
poll for writable. The effect is that the event will just sit in the
output buffer until a more important event comes around and requires
flushing.
We need to make sure the client doesn't reuse an object ID until the
server has seen the destroy request. When a client destroys an ID
the server will now respond with the display.delete_id event, which lets
the client block reuse until it receives the event.
So obvious in retrospect. The object system can do all the work for us
and keep track of pending calls as regular objects and we don't need to
abuse the resource system to get them cleaned up on client exit. We
don't need the custom key management or (broken) lookup, we just sue
object IDs. And last but not least, anybody can receive the callback,
not just display listeners.