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

105 lines
3.4 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_TCP_SOCK_H
#define NL_TCP_SOCK_H
#include "sock.h"
namespace NLNET {
/**
* CTcpSock: Reliable socket via TCP.
* See base class CSock.
*
* When to set No Delay mode on ?
* Set TCP_NODELAY (call setNoDelay(true)) *only* if you have to send small buffers that need to
* be sent *immediately*. It should only be set for applications that send frequent small bursts
* of information without getting an immediate response, where timely delivery of data is
* required (the canonical example is mouse movements). Setting TCP_NODELAY on increases
* the network traffic (more overhead).
* In the normal behavior of CSock, TCP_NODELAY is off i.e. the Nagle buffering algorithm is enabled.
*
* \author Olivier Cado
* \author Nevrax France
* \date 2000-2001
*/
class CTcpSock : public CSock
{
public:
/// @name Socket setup
//@{
/**
* Constructor.
* \param logging Disable logging if the server socket object is used by the logging system, to avoid infinite recursion
*/
CTcpSock( bool logging = true );
/// Construct a CTcpSock object using an already connected socket descriptor and its associated remote address
CTcpSock( SOCKET sock, const CInetAddress& remoteaddr );
/** Connection. You can reconnect a socket after being disconnected.
* This method does not return a boolean, otherwise a programmer could ignore the result and no
* exception would be thrown if connection fails :
* - If addr is not valid, an exception ESocket is thrown
* - If connect() fails for another reason, an exception ESocketConnectionFailed is thrown
*/
virtual void connect( const CInetAddress& addr );
/** Sets a custom TCP Window size (SO_RCVBUF and SO_SNDBUF).
* You must close the socket is necessary, before calling this method.
*
* See http://www.ncsa.uiuc.edu/People/vwelch/net_perf/tcp_windows.html
*/
void connectWithCustomWindowSize( const CInetAddress& addr, int windowsize );
/// Returns the TCP Window Size for the current socket
uint32 getWindowSize();
/** Sets/unsets SO_KEEPALIVE (true by default).
*/
void setKeepAlive( bool keepAlive);
/** Sets/unsets TCP_NODELAY (by default, it is off, i.e. the Nagle buffering algorithm is enabled).
* You must call this method *after* connect().
*/
virtual void setNoDelay( bool value );
/// Active disconnection for download way only (partial shutdown)
void shutdownReceiving();
/// Active disconnection for upload way only (partial shutdown)
void shutdownSending();
/// Active disconnection (shutdown) (mutexed). connected() becomes false.
virtual void disconnect();
//@}
};
} // NLNET
#endif // NL_TCP_SOCK_H
/* End of tcp_sock.h */