120 lines
4.4 KiB
C++
120 lines
4.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_CALLBACK_SERVER_H
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#define NL_CALLBACK_SERVER_H
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#include "nel/misc/types_nl.h"
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#include "callback_net_base.h"
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#include "buf_server.h"
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namespace NLNET {
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/**
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* Server class for layer 3
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* \author Vianney Lecroart
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* \author Nevrax France
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* \date 2001
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*/
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class CCallbackServer : public CCallbackNetBase, public CBufServer
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{
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public:
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/// Constructor
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CCallbackServer( TRecordingState rec=Off, const std::string& recfilename="", bool recordall=true, bool initPipeForDataAvailable=true );
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/// Sends a message to the specified host
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void send (const CMessage &buffer, TSockId hostid, bool log = true);
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/// Force to send all data pending in the send queue. See comment in CCallbackNetBase.
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bool flush (TSockId destid, uint *nbBytesRemaining=NULL) { nlassert( destid != InvalidSockId ); return CBufServer::flush(destid, nbBytesRemaining); }
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/** Updates the network (call this method evenly).
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* More info about timeout and mintime in the code of CCallbackNetBase::baseUpdate().
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*/
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void update2 (sint32 timeout=-1, sint32 mintime=0);
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/// Updates the network (call this method evenly) (legacy)
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void update (sint32 timeout=0);
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/// Sets callback for incoming connections (or NULL to disable callback)
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void setConnectionCallback (TNetCallback cb, void *arg) { _ConnectionCallback = cb; _ConnectionCbArg = arg; }
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/// Sets callback for disconnections (or NULL to disable callback)
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void setDisconnectionCallback (TNetCallback cb, void *arg) { CCallbackNetBase::setDisconnectionCallback (cb, arg); }
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/// Returns true if the connection is still connected. on server, we always "connected"
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bool connected () const { return true; }
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/** Disconnect a connection
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* Set hostid to InvalidSockId to disconnect all connections.
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* If hostid is not InvalidSockId and the socket is not connected, the method does nothing.
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* Before disconnecting, any pending data is actually sent.
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*/
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void disconnect (TSockId hostid);
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/// Returns the address of the specified host
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const CInetAddress& hostAddress (TSockId hostid) { nlassert(hostid!=InvalidSockId); return CBufServer::hostAddress (hostid); }
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/// Returns the sockid (cf. CCallbackClient)
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virtual TSockId getSockId (TSockId hostid = InvalidSockId);
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uint64 getReceiveQueueSize () { return CBufServer::getReceiveQueueSize(); }
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uint64 getSendQueueSize () { return CBufServer::getSendQueueSize(0); }
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void displayReceiveQueueStat (NLMISC::CLog *log = NLMISC::InfoLog) { CBufServer::displayReceiveQueueStat(log); }
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void displaySendQueueStat (NLMISC::CLog *log = NLMISC::InfoLog, TSockId destid = InvalidSockId) { CBufServer::displaySendQueueStat(log, destid); }
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void displayThreadStat (NLMISC::CLog *log = NLMISC::InfoLog) { CBufServer::displayThreadStat(log); }
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private:
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/// This function is public in the base class and put it private here because user cannot use it in layer 2
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void send (const NLMISC::CMemStream &/* buffer */, TSockId /* hostid */) { nlstop; }
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bool dataAvailable ();
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virtual bool getDataAvailableFlagV() const { return dataAvailableFlag(); }
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void receive (CMessage &buffer, TSockId *hostid);
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void sendAllMyAssociations (TSockId to);
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TNetCallback _ConnectionCallback;
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void *_ConnectionCbArg;
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friend void cbsNewConnection (TSockId from, void *data);
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// ---------------------------------------
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#ifdef USE_MESSAGE_RECORDER
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void noticeConnection( TSockId hostid );
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virtual bool replaySystemCallbacks();
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std::vector<CBufSock*> _MR_Connections;
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std::map<TSockId,TSockId> _MR_SockIds; // first=sockid in file; second=CBufSock*
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#endif
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// ---------------------------------------
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};
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} // NLNET
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#endif // NL_CALLBACK_SERVER_H
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/* End of callback_server.h */
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