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Diff for /wine4/wine/dlls/wsock32/tests/wsock32_main.c between version 1.12 and 1.17

version 1.12, 2005/02/22 05:15:01 version 1.17, 2005/02/23 04:24:09
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 #define NUM_CLIENTS 1 #define NUM_CLIENTS 1
 // amount of data to transfer from each client to server // amount of data to transfer from each client to server
 #define TRANSFER_SIZE 1000000  #define TEST_DATA_SIZE 100000
  
 int clientsDone = 0; int clientsDone = 0;
 int sizeofSOCKADDR_IN = sizeof(SOCKADDR_IN); int sizeofSOCKADDR_IN = sizeof(SOCKADDR_IN);
   char *testData;
  
 struct TestParams { struct TestParams {
         int serverSock;         int serverSock;
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         int clientNum; // 1...NUM_CLIENTS         int clientNum; // 1...NUM_CLIENTS
 }; };
  
   struct Thread {
           HANDLE Handle;
           DWORD ID;
   };
   
 struct ServerThread { struct ServerThread {
         HANDLE* ServerThread;          HANDLE ServerThread;
         DWORD* ServerThreadID;          DWORD ServerThreadID;
         SOCKET Socket; // socket to communicate with client          SOCKET ConnectedSocket; // socket to communicate with client
         SOCKADDR_IN Client; // client info         SOCKADDR_IN Client; // client info
 }; };
  
   extern int close(int);
   
 static void test_Startup(void); static void test_Startup(void);
 void BlockingClient(int *serverPort); void BlockingClient(int *serverPort);
 void BlockingServer(int *port); void BlockingServer(int *port);
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         SOCKET sock;         SOCKET sock;
         SOCKADDR_IN client, server;         SOCKADDR_IN client, server;
         HOSTENT *hp;         HOSTENT *hp;
           int connectError;
           int totCharsReceived = 0;
           int numCharsReceived;
           int memSame;
           char buf[1001];
         char* msg="Some message to send to server";         char* msg="Some message to send to server";
  
         StartNetworkApp(SOCK_STREAM, &sock, &client);         StartNetworkApp(SOCK_STREAM, &sock, &client);
  
         hp = gethostbyname("localhost");         hp = gethostbyname("localhost");
  
         while(*serverPort == 0) ;          while(*serverPort == 0)
                   ;
  
         // network code here         // network code here
         server.sin_family = AF_INET;         server.sin_family = AF_INET;
         server.sin_addr = *(struct in_addr *) hp->h_addr;         server.sin_addr = *(struct in_addr *) hp->h_addr;
         server.sin_port = *serverPort;         server.sin_port = *serverPort;
  
         if(connect(sock, (struct sockaddr *)&server, sizeof(struct sockaddr)) < 0){          connectError = connect(sock, (struct sockaddr *)&server, sizeof(struct sockaddr));
                 ok( 0 , "Error connecting client to socket\n");          ok( !connectError , "client cannot connect to host\n");
           if(connectError) {
                 WSACleanup();                 WSACleanup();
                 exit(0);                 exit(0);
         }         }
           printf("client starting data transfer\n");
           while( totCharsReceived < TEST_DATA_SIZE ) {
                   numCharsReceived = recv(sock, buf, 1000, 0);
                   ok( numCharsReceived > 0, "socket was closed unexpectedly" );
  
         if((send(sock, msg, strlen(msg), 0))==-1){                  memSame = ! memcmp(buf,testData+totCharsReceived,numCharsReceived);
                 ok( 0 , "Error sending message\n");                  ok( memSame, "data integrity lost during transfer" );
                 WSACleanup();  
                 exit(0);                  totCharsReceived += numCharsReceived;
                   printf("received %d chars\n", numCharsReceived);
         }         }
           printf("client data transfer completed\n");
  
         trace("blocking client done\n");         trace("blocking client done\n");
         clientsDone++;         clientsDone++;
 } }
  
 void ProcessConnection(SOCKET *ConnectedSocket)  void ProcessConnection(struct ServerThread *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;
         bClosed = close(ConnectedSocket);          int totCharsSent = 0;
           int numCharsSent;
           const int charsPerSend = 2000;
   
           printf("server starting data transfer\n");
           while( totCharsSent < TEST_DATA_SIZE ) {
                   numCharsSent = send(t->ConnectedSocket, testData+totCharsSent, charsPerSend, 0);
                   //ok( numCharsSent != SOCKET_ERROR, "socket error" );
                   if(numCharsSent == SOCKET_ERROR) {
                           printf("error code: %d",WSAGetLastError());
                   }
                   totCharsSent += numCharsSent;
                   printf("sent %d block\n", numCharsSent);
           }
           printf("server data transfer completed\n");
   
           bClosed = close(t->ConnectedSocket);
         //ok(bClosed,"Error closing socket");         //ok(bClosed,"Error closing socket");
 } }
  
 void BlockingServer(int *port) // listens for incoming connections and accepts up to NUM_CLIENTS connections at once void BlockingServer(int *port) // listens for incoming connections and accepts up to NUM_CLIENTS connections at once
 { {
         struct ServerThread *Threads;         struct ServerThread *Threads;
         HANDLE* ServerThreads; // the handles for the threads that process connections  
         DWORD* ServerThreadIDs; // the thread ids for the threads that process connections  
         SOCKET* ConnectedSockets; // the threads created by accept() that get sent to the processing function  
         int ThreadIndex = 0;         int ThreadIndex = 0;
  
         SOCKET sock;         SOCKET sock;
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         int ListenReturn;         int ListenReturn;
  
         StartNetworkApp(SOCK_STREAM, &sock, &server);         StartNetworkApp(SOCK_STREAM, &sock, &server);
         *port = server.sin_port;  
  
         Threads = malloc(sizeof(struct ServerThread) * NUM_CLIENTS);         Threads = malloc(sizeof(struct ServerThread) * NUM_CLIENTS);
         memset(Threads, 0, sizeof(struct ServerThread) * NUM_CLIENTS);         memset(Threads, 0, sizeof(struct ServerThread) * NUM_CLIENTS);
  
         ServerThreads = malloc(sizeof(HANDLE) * NUM_CLIENTS);          ListenReturn = listen(sock, NUM_CLIENTS);
         memset(ServerThreads, 0, sizeof(HANDLE) * NUM_CLIENTS);  
   
         ServerThreadIDs = malloc(sizeof(DWORD) * NUM_CLIENTS);  
         memset(ServerThreadIDs, 0, sizeof(DWORD) * NUM_CLIENTS);  
   
         ConnectedSockets = malloc(sizeof(DWORD) * NUM_CLIENTS);  
         memset(ConnectedSockets, 0, sizeof(DWORD) * NUM_CLIENTS);  
   
         //SOCKADDR_IN RemoteAddress;  
   
         ListenReturn = listen(sock, 5);  
         ok(ListenReturn != SOCKET_ERROR, "error listening on socket");         ok(ListenReturn != SOCKET_ERROR, "error listening on socket");
  
         for (ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++)          *port = server.sin_port;
         {  
                         ConnectedSockets[ThreadIndex] = accept(sock, (SOCKADDR *) &Threads[ThreadIndex].Client, &sizeofSOCKADDR_IN); // this can be modified to include the address of the remote socket  
                         ok(ConnectedSockets[ThreadIndex] != INVALID_SOCKET, "error accepting socket");  
  
                         ServerThreads[ThreadIndex] = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &ProcessConnection, &ConnectedSockets[ThreadIndex], 0, &ServerThreadIDs[ThreadIndex]);          for (ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {
                           Threads[ThreadIndex].ConnectedSocket = accept(sock, (SOCKADDR *) &Threads[ThreadIndex].Client, &sizeofSOCKADDR_IN); // this can be modified to include the address of the remote socket
                           ok(Threads[ThreadIndex].ConnectedSocket != INVALID_SOCKET, "error accepting socket");
   
                           Threads[ThreadIndex].ServerThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &ProcessConnection, &Threads[ThreadIndex], 0, &Threads[ThreadIndex].ServerThreadID);
         }         }
  
         // network code here         // network code here
  
         free(ServerThreads);          while (clientsDone != NUM_CLIENTS)
         free(ServerThreadIDs);                  ;
         free(ConnectedSockets);  
           free(Threads);
         trace("blocking server done\n");         trace("blocking server done\n");
 } }
  
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 { {
         int ThreadIndex = 0;         int ThreadIndex = 0;
         int serverPort = 0; // I think the server port would work better as a #DEFINE rather than a variable that gets passed around everywhere         int serverPort = 0; // I think the server port would work better as a #DEFINE rather than a variable that gets passed around everywhere
         HANDLE ServerThread;          struct Thread ServerThread;
         DWORD ServerThreadId;          struct Thread *ClientThreads;
         DWORD *ClientThreadIds;  
         HANDLE *ClientThreads;  
   
         ServerThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, &serverPort, 0, &ServerThreadId);  
  
         ClientThreads = malloc(sizeof(HANDLE) * NUM_CLIENTS);          ServerThread.Handle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, &serverPort, 0, &ServerThread.ID);
         memset(ClientThreads, 0, sizeof(HANDLE) * NUM_CLIENTS);  
  
         ClientThreadIds = malloc(sizeof(DWORD) * NUM_CLIENTS);          ClientThreads = malloc(sizeof(struct Thread) * NUM_CLIENTS);
         memset(ClientThreadIds, 0, sizeof(DWORD) * NUM_CLIENTS);          memset(ClientThreads, 0, sizeof(struct Thread) * NUM_CLIENTS);
  
         for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {         for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) {
                 ClientThreads[ThreadIndex] = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, &serverPort, 0, &ClientThreadIds[ThreadIndex]);                  ClientThreads[ThreadIndex].Handle = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, &serverPort, 0, &ClientThreads[ThreadIndex].ID);
         }         }
  
         trace("test_ClientServerBlocking_1 done\n");         trace("test_ClientServerBlocking_1 done\n");
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 { {
         // initialize application         // initialize application
         WSADATA wsaData;         WSADATA wsaData;
   int wsastartup_result = WSAStartup(MAKEWORD(1,1), &wsaData);    int wsastartup_result;
         if ( (LOBYTE(wsaData.wVersion) != 1) && (HIBYTE(wsaData.wVersion) != 1) )          int versionOK;
         {  
                 ok( 0 , "WSAStartup returns an incompatible sockets version");          wsastartup_result = WSAStartup(MAKEWORD(1,1), &wsaData);
           versionOK = (LOBYTE(wsaData.wVersion) == 1) && (HIBYTE(wsaData.wVersion) == 1);
   
           ok( versionOK , "WSAStartup returns an incompatible sockets version");
           if ( !versionOK ) {
                 WSACleanup();                 WSACleanup();
                 exit(0);                 exit(0);
         }         }
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    ok((wsastartup_result == NO_ERROR), "Error in WSAStartup()");    ok((wsastartup_result == NO_ERROR), "Error in WSAStartup()");
 } }
  
   
 START_TEST(wsock32_main) START_TEST(wsock32_main)
 { {
           testData = malloc(TEST_DATA_SIZE);
   trace("test 1 of 2:\n");   trace("test 1 of 2:\n");
   test_Startup();   test_Startup();
   trace("test 2 of 2:\n");   trace("test 2 of 2:\n");


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Removed from v.1.12  
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  Added in v.1.17

Rizwan Kassim
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