khanat-opennel-code/code/nel/include/nel/misc/inter_window_msg_queue.h

240 lines
8.8 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RY_INTER_WINDOW_MSG_QUEUE_H
#define RY_INTER_WINDOW_MSG_QUEUE_H
#include "types_nl.h"
#ifdef NL_OS_WINDOWS
#include "nel/misc/thread.h"
#include "nel/misc/mutex.h"
#include "nel/misc/shared_memory.h"
#include "nel/misc/mem_stream.h"
#include "nel/misc/dummy_window.h"
#include <windows.h>
namespace NLMISC
{
// **************************************************************************************************
/** IPC Utility class to enable easy window-window communication
*
* This enable 2-ways non blocking communication between 2 windows on the same machine (windows
* may belong to different processes)
*
* Only works on microsoft windows os for now
*
* The implementation relies on the WM_COPYDATA message to enable communication, but create a separate thread
* to enable non blocking exchange. (The WM_COPYDATA message require the use of SendMessage, which is blocking until the
* target window receive the message and respond)
*
* Identifier should be agreed on for the 2 windows that are to communicate (windows handles are transparently
* exchanged through shared memory based on this name)
*
* When initializing the queue for a specific window, this window message proc will be subclassed
* to enable interception of the WM_COPYDATA for that window.
*
* 'release' should be called before the hooked window is destroyed, to avoid dangling reference to it
* in this object. As one can expect 'release' is also automatically called when this object is destroyed
*
* Additionnaly, an internal, invisible window will be create if no one is given (second form of 'init'). This avoid having to worry
* about order of init / release of subclassing.
*
* FIXME : In fact, creating an invisible, internal window (that is required to have a message queue), should be the default,
* this would hide the internal communication mean, and we simply would have something called like 'CInterProcessMsgQueue'.
* Alternatives have been considered, but this one seemed simpler at first because of the facility offered by WM_COPYDATA
* Other possible implementations include shared memory (would require additionnal synchronisation & possible splitting of messages then), sockets (would make the firewall complain then ...) etc.
* .
*/
class CInterWindowMsgQueue
{
public:
CInterWindowMsgQueue();
~CInterWindowMsgQueue();
/** Create a 2-way inter process message queue.
* Each ownerWindow / localId / foreignId triplet should be unique, repeated call with the same value will return false
* as long as the message queue created from them is alive
* IMPORTANT: 'ownerWindow' will be subclassed to handle the messages. If multiple subclassing are done on that window,
* they must be undone in reverse order, or an assertion will be raised. The simplest thing is use the second form of init,
* which will create an internal invisible window, thusavoiding this concern.
*/
bool init(HINSTANCE hInstance, uint32 localId, uint32 foreignId);
/** Create a 2-way message queue between 2 windows.
* Each ownerWindow / localId / foreignId triplet should be unique, repeated call with the same value will return false
* as long as the message queue created from them is alive
* IMPORTANT: 'ownerWindow' will be subclassed to handle the messages. If multiple subclassing are done on that window,
* they must be undone in reverse order, or an assertion will be raised. The simplest thing is use the second form of init,
* which will create an internal invisible window, thusavoiding this concern.
*
* return true on success
*/
bool init(HWND ownerWindow, uint32 localId, uint32 foreignId);
/** Release the msg queue
* This will unhook the window, restoring its previous message procedure
* Note than if the window was hooked by someone else, an assert will be raised
* Hooks on windows msg proc should thus be 'unhooked' in reverse order
*/
void release();
/** Send a new message
* The msg is guaranteed to be received by the other window as long as it remains alive
*/
void sendMessage(CMemStream &msg);
// See if a message has arrived from foreign window, return true if so
bool pumpMessage(CMemStream &dest);
// Test if other window is present
bool connected() const;
//
uint getSendQueueSize() const;
uint getReceiveQueueSize() const;
// **************************************************************************************************
private:
struct CMsg
{
std::vector<uint8> Msg;
void serial(NLMISC::IStream &f)
{
f.serialVersion(0);
f.serialCont(Msg);
}
};
typedef std::list<CMsg> TMsgList;
CSynchronized<TMsgList> _OutMessageQueue; // outgoing messages : filled by main thread, pumped by
// this 'CInterWindowMsgQueue' internal thread to hide latency of SendMessage
// to the main thread
TMsgList _InMessageQueue; // Incoming messages : not synchronised here, because the wnd
// message proc that receive foreign window messages (through WM_COPYDATA)
// belong to the same thread than the reader (that calls 'pumpMessage')
CDummyWindow _DummyWindow;
// internal send thread
class CSendTask : public IRunnable
{
public:
CSendTask(CInterWindowMsgQueue *parent);
// from IRunnable
virtual void run();
// parent should call this to ask the thread to terminate
void stop();
private:
CInterWindowMsgQueue *_Parent;
bool _StopAsked;
};
friend class CSendTask;
/** One protagonist in the communication. May be the 'local' of 'foreign' window
* The responsbility of this class is to allow to set / retrieve the window handle
* of local / foreign window.
* Window handle is needed by the send thread when it need to call SendMessage
*/
class CProtagonist
{
public:
CProtagonist();
~CProtagonist();
void release();
// init this 'protagonist'
bool init(uint32 id);
// set handle for foreign window
void setWnd(HWND wnd);
// get local or foreign window handle
HWND getWnd();
uint32 getId() const { return _Id; }
private:
uint32 _Id;
HWND _Wnd;
HANDLE _SharedMemMutex; // system-wide mutex for access to window handle in shared memory
void *_SharedWndHandle; // no need for mutex here as the value will be written atomically (a single memory word)
private:
// shared memory mutex
void acquireSMMutex();
void releaseSMMutex();
};
//
CProtagonist _LocalWindow;
CProtagonist _ForeignWindow;
CSendTask *_SendTask;
IThread *_SendThread;
static const uint _CurrentVersion; // for messages serialisation
// Unique identifier for a 2-way message queue (that is, a CInterWindowMsgQueue object after it has been
// initialized)
// This is required since the window message proc 'ListenerProc' is static so we must be
// retrieve the associated 'CInterWindowMsgQueue' object from the (local id, foreign id) pair
class CMsgQueueIdent
{
public:
HWND Wnd;
uint32 LocalId;
uint32 ForeignId;
public:
CMsgQueueIdent(HWND wnd, uint32 localId, uint32 foreignId)
: Wnd(wnd), LocalId(localId), ForeignId(foreignId) {}
bool operator < (const CMsgQueueIdent &other) const
{
if (Wnd != other.Wnd) return Wnd < other.Wnd;
if (LocalId != other.LocalId) return LocalId < other.LocalId;
return LocalId < other.LocalId;
}
};
typedef std::map<CMsgQueueIdent, CInterWindowMsgQueue *> TMessageQueueMap;
static CSynchronized<TMessageQueueMap> _MessageQueueMap;
// map window handle to old message queue
class COldMsgProc
{
public:
WNDPROC OldWinProc;
uint RefCount;
public:
COldMsgProc() : OldWinProc(NULL), RefCount(0) {}
};
typedef std::map<HWND, COldMsgProc> TOldWinProcMap;
static TOldWinProcMap _OldWinProcMap;
bool initInternal(HINSTANCE hInstance, HWND ownerWindow, uint32 localId, uint32 foreignId = NULL);
private:
static LRESULT CALLBACK listenerProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static LRESULT CALLBACK invisibleWindowListenerProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static LRESULT handleWMCopyData(HWND hwnd, COPYDATASTRUCT *cds);
void updateTargetWindow();
void clearOutQueue();
};
} // NLMISC
#endif
#endif