khanat-code-old/code/nel/include/nel/net/callback_server.h

120 lines
4.4 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_SERVER_H
#define NL_CALLBACK_SERVER_H
#include "nel/misc/types_nl.h"
#include "callback_net_base.h"
#include "buf_server.h"
namespace NLNET {
/**
* Server class for layer 3
* \author Vianney Lecroart
* \author Nevrax France
* \date 2001
*/
class CCallbackServer : public CCallbackNetBase, public CBufServer
{
public:
/// Constructor
CCallbackServer( TRecordingState rec=Off, const std::string& recfilename="", bool recordall=true, bool initPipeForDataAvailable=true );
/// Sends a message to the specified host
void send (const CMessage &buffer, TSockId hostid, bool log = true);
/// Force to send all data pending in the send queue. See comment in CCallbackNetBase.
bool flush (TSockId destid, uint *nbBytesRemaining=NULL) { nlassert( destid != InvalidSockId ); return CBufServer::flush(destid, nbBytesRemaining); }
/** Updates the network (call this method evenly).
* More info about timeout and mintime in the code of CCallbackNetBase::baseUpdate().
*/
void update2 (sint32 timeout=-1, sint32 mintime=0);
/// Updates the network (call this method evenly) (legacy)
void update (sint32 timeout=0);
/// Sets callback for incoming connections (or NULL to disable callback)
void setConnectionCallback (TNetCallback cb, void *arg) { _ConnectionCallback = cb; _ConnectionCbArg = arg; }
/// Sets callback for disconnections (or NULL to disable callback)
void setDisconnectionCallback (TNetCallback cb, void *arg) { CCallbackNetBase::setDisconnectionCallback (cb, arg); }
/// Returns true if the connection is still connected. on server, we always "connected"
bool connected () const { return true; }
/** Disconnect a connection
* Set hostid to InvalidSockId to disconnect all connections.
* If hostid is not InvalidSockId and the socket is not connected, the method does nothing.
* Before disconnecting, any pending data is actually sent.
*/
void disconnect (TSockId hostid);
/// Returns the address of the specified host
const CInetAddress& hostAddress (TSockId hostid) { nlassert(hostid!=InvalidSockId); return CBufServer::hostAddress (hostid); }
/// Returns the sockid (cf. CCallbackClient)
virtual TSockId getSockId (TSockId hostid = InvalidSockId);
uint64 getReceiveQueueSize () { return CBufServer::getReceiveQueueSize(); }
uint64 getSendQueueSize () { return CBufServer::getSendQueueSize(0); }
void displayReceiveQueueStat (NLMISC::CLog *log = NLMISC::InfoLog) { CBufServer::displayReceiveQueueStat(log); }
void displaySendQueueStat (NLMISC::CLog *log = NLMISC::InfoLog, TSockId destid = InvalidSockId) { CBufServer::displaySendQueueStat(log, destid); }
void displayThreadStat (NLMISC::CLog *log = NLMISC::InfoLog) { CBufServer::displayThreadStat(log); }
private:
/// This function is public in the base class and put it private here because user cannot use it in layer 2
void send (const NLMISC::CMemStream &/* buffer */, TSockId /* hostid */) { nlstop; }
bool dataAvailable ();
virtual bool getDataAvailableFlagV() const { return dataAvailableFlag(); }
void receive (CMessage &buffer, TSockId *hostid);
void sendAllMyAssociations (TSockId to);
TNetCallback _ConnectionCallback;
void *_ConnectionCbArg;
friend void cbsNewConnection (TSockId from, void *data);
// ---------------------------------------
#ifdef USE_MESSAGE_RECORDER
void noticeConnection( TSockId hostid );
virtual bool replaySystemCallbacks();
std::vector<CBufSock*> _MR_Connections;
std::map<TSockId,TSockId> _MR_SockIds; // first=sockid in file; second=CBufSock*
#endif
// ---------------------------------------
};
} // NLNET
#endif // NL_CALLBACK_SERVER_H
/* End of callback_server.h */