*/
#include "c.h"
-#include <unistd.h>
-#include <sys/select.h>
-#include <sys/time.h>
+#include <time.h>
/*
* In a Windows backend, we don't use this implementation, but rather
*
* On machines where "long" is 32 bits, the maximum delay is ~2000 seconds.
*
- * CAUTION: the behavior when a signal arrives during the sleep is platform
- * dependent. On most Unix-ish platforms, a signal does not terminate the
- * sleep; but on some, it will (the Windows implementation also allows signals
- * to terminate pg_usleep). And there are platforms where not only does a
- * signal not terminate the sleep, but it actually resets the timeout counter
- * so that the sleep effectively starts over! It is therefore rather hazardous
- * to use this for long sleeps; a continuing stream of signal events could
- * prevent the sleep from ever terminating. Better practice for long sleeps
- * is to use WaitLatch() with a timeout.
+ * CAUTION: It's not a good idea to use long sleeps in the backend. They will
+ * silently return early if a signal is caught, but that doesn't include
+ * latches being set on most OSes, and even signal handlers that set MyLatch
+ * might happen to run before the sleep begins, allowing the full delay.
+ * Better practice is to use WaitLatch() with a timeout, so that backends
+ * respond to latches and signals promptly.
*/
void
pg_usleep(long microsec)
if (microsec > 0)
{
#ifndef WIN32
- struct timeval delay;
+ struct timespec delay;
delay.tv_sec = microsec / 1000000L;
- delay.tv_usec = microsec % 1000000L;
- (void) select(0, NULL, NULL, NULL, &delay);
+ delay.tv_nsec = (microsec % 1000000L) * 1000;
+ (void) nanosleep(&delay, NULL);
#else
SleepEx((microsec < 500 ? 1 : (microsec + 500) / 1000), FALSE);
#endif