khanat-opennel-code/code/nel/include/nel/net/callback_net_base.h

221 lines
7.4 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 NL_CALLBACK_NET_BASE_H
#define NL_CALLBACK_NET_BASE_H
#undef USE_MESSAGE_RECORDER
#include "nel/misc/types_nl.h"
#include "nel/misc/time_nl.h"
#include "buf_net_base.h"
#include "message.h"
#include "inet_address.h"
#ifdef USE_MESSAGE_RECORDER
#include "message_recorder.h"
#include <queue>
#endif
#include <vector>
namespace NLNET {
class CCallbackNetBase;
/** Callback function type for message processing
*
* msgin contains parameters of the message
* from is the SockId of the connection, for a client, from is always the same value
*/
typedef void (*TMsgCallback) (CMessage &msgin, TSockId from, CCallbackNetBase &netbase);
/// Callback items. See CMsgSocket::update() for an explanation on how the callbacks are called.
typedef struct
{
/// Key C string. It is a message type name, or "C" for connection or "D" for disconnection
const char *Key;
/// The callback function
TMsgCallback Callback;
} TCallbackItem;
/**
* Layer 3
* \author Vianney Lecroart
* \author Nevrax France
* \date 2001
*/
class CCallbackNetBase
{
public:
virtual ~CCallbackNetBase() {}
/** Set the user data */
void setUserData(void *userData);
/** Get the user data */
void *getUserData();
/** Sends a message to special connection.
* On a client, the hostid isn't used.
* On a server, you must provide a hostid. If you hostid = InvalidSockId, the message will be sent to all connected client.
*/
virtual void send (const CMessage &buffer, TSockId hostid = InvalidSockId, bool log = true) = 0;
uint64 getBytesSent () { return _BytesSent; }
uint64 getBytesReceived () { return _BytesReceived; }
virtual uint64 getReceiveQueueSize () = 0;
virtual uint64 getSendQueueSize () = 0;
virtual void displayReceiveQueueStat (NLMISC::CLog *log = NLMISC::InfoLog) = 0;
virtual void displaySendQueueStat (NLMISC::CLog *log = NLMISC::InfoLog, TSockId destid = InvalidSockId) = 0;
virtual void displayThreadStat (NLMISC::CLog *log = NLMISC::InfoLog) = 0;
/** Force to send all data pending in the send queue.
* On a client, the hostid isn't used and must be InvalidSockId
* On a server, you must provide a hostid.
* If you provide a non-null pointer for nbBytesRemaining, the value will be filled*
* will the number of bytes that still remain in the sending queue after the
* non-blocking flush attempt.
*/
virtual bool flush (TSockId hostid = InvalidSockId, uint *nbBytesRemaining=NULL) = 0;
/** Appends callback array with the specified array. You can add callback only *after* adding the server or the client.
* \param arraysize is the number of callback items.
*/
void addCallbackArray (const TCallbackItem *callbackarray, sint arraysize);
/// Sets default callback for unknown message types
void setDefaultCallback(TMsgCallback defaultCallback) { _DefaultCallback = defaultCallback; }
/// Set the pre dispatch callback. This callback is called before each message is dispatched
void setPreDispatchCallback(TMsgCallback predispatchCallback) { _PreDispatchCallback = predispatchCallback;}
/// Sets callback for disconnections (or NULL to disable callback)
void setDisconnectionCallback (TNetCallback cb, void *arg) { _DisconnectionCallback = cb; _DisconnectionCbArg = arg; }
/// returns the sockid of a connection. On a server, this function returns the parameter. On a client, it returns the connection.
virtual TSockId getSockId (TSockId hostid = InvalidSockId) = 0;
/** Sets the callback that you want the other side calls. If it didn't call this callback, it will be disconnected
* If cb is NULL, we authorize *all* callback.
* On a client, the hostid must be InvalidSockId (or ommited).
* On a server, you must provide a hostid.
*/
void authorizeOnly (const char *callbackName, TSockId hostid = InvalidSockId);
/// Returns true if this is a CCallbackServer
bool isAServer () const { return _IsAServer; }
/// This function is implemented in the client and server class
virtual bool dataAvailable () = 0;
/// This function is implemented in the client and server class
virtual bool getDataAvailableFlagV() const = 0;
/// This function is implemented in the client and server class
virtual void update2 ( sint32 timeout=0, sint32 mintime=0 ) = 0;
/// This function is implemented in the client and server class (legacy)
virtual void update ( sint32 timeout=0 ) = 0;
/// This function is implemented in the client and server class
virtual bool connected () const = 0;
/// This function is implemented in the client and server class
virtual void disconnect (TSockId hostid = InvalidSockId) = 0;
/// Returns the address of the specified host
virtual const CInetAddress& hostAddress (TSockId hostid);
// Defined even when USE_MESSAGE_RECORDER is not defined
enum TRecordingState { Off, Record, Replay };
protected:
uint64 _BytesSent, _BytesReceived;
/// Used by client and server class
TNetCallback _NewDisconnectionCallback;
/// Constructor.
CCallbackNetBase( TRecordingState rec=Off, const std::string& recfilename="", bool recordall=true );
/** Used by client and server class
* More info about timeout and mintime in the code.
*/
void baseUpdate2 ( sint32 timeout=-1, sint32 mintime=0 );
/// Used by client and server class (legacy)
void baseUpdate ( sint32 timeout=0 );
/// Read a message from the network and process it
void processOneMessage ();
/// On this layer, you can't call directly receive, It s the update() function that receive and call your callaback
virtual void receive (CMessage &buffer, TSockId *hostid) = 0;
// contains callbacks
std::vector<TCallbackItem> _CallbackArray;
// called if the received message is not found in the callback array
TMsgCallback _DefaultCallback;
// If not null, called before each message is dispached to it's callback
TMsgCallback _PreDispatchCallback;
bool _IsAServer;
bool _FirstUpdate;
// ---------------------------------------
#ifdef USE_MESSAGE_RECORDER
bool replayDataAvailable();
virtual bool replaySystemCallbacks() = 0;
void noticeDisconnection( TSockId hostid );
TRecordingState _MR_RecordingState;
sint64 _MR_UpdateCounter;
CMessageRecorder _MR_Recorder;
#endif
// ---------------------------------------
private:
void *_UserData;
NLMISC::TTime _LastUpdateTime;
NLMISC::TTime _LastMovedStringArray;
TNetCallback _DisconnectionCallback;
void *_DisconnectionCbArg;
friend void cbnbMessageAskAssociations (CMessage &msgin, TSockId from, CCallbackNetBase &netbase);
friend void cbnbMessageRecvAssociations (CMessage &msgin, TSockId from, CCallbackNetBase &netbase);
friend void cbnbNewDisconnection (TSockId from, void *data);
};
} // NLNET
#endif // NL_CALLBACK_NET_BASE_H
/* End of callback_net_base.h */