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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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dep/include/sockets/ISocketHandler.h
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dep/include/sockets/ISocketHandler.h
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/** \file ISocketHandler.h
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** \date 2004-02-13
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** \author grymse@alhem.net
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**/
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/*
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Copyright (C) 2004-2007 Anders Hedstrom
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This library is made available under the terms of the GNU GPL.
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If you would like to use this library in a closed-source application,
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a separate license agreement is available. For information about
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the closed-source license agreement for the C++ sockets library,
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please visit http://www.alhem.net/Sockets/license.html and/or
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email license@alhem.net.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _SOCKETS_ISocketHandler_H
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#define _SOCKETS_ISocketHandler_H
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#include "sockets-config.h"
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#include <list>
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#include "socket_include.h"
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#include "Socket.h"
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#include "StdLog.h"
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#ifdef SOCKETS_NAMESPACE
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namespace SOCKETS_NAMESPACE {
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#endif
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typedef enum {
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LIST_CALLONCONNECT = 0,
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#ifdef ENABLE_DETACH
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LIST_DETACH,
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#endif
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LIST_TIMEOUT,
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LIST_RETRY,
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LIST_CLOSE
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} list_t;
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class SocketAddress;
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class Mutex;
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/** Socket container class, event generator.
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\ingroup basic */
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class ISocketHandler
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{
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friend class Socket;
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public:
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/** Connection pool class for internal use by the ISocketHandler.
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\ingroup internal */
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#ifdef ENABLE_POOL
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class PoolSocket : public Socket
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{
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public:
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PoolSocket(ISocketHandler& h,Socket *src) : Socket(h) {
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CopyConnection( src );
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SetIsClient();
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}
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void OnRead() {
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Handler().LogError(this, "OnRead", 0, "data on hibernating socket", LOG_LEVEL_FATAL);
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SetCloseAndDelete();
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}
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void OnOptions(int,int,int,SOCKET) {}
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};
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#endif
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public:
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virtual ~ISocketHandler() {}
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/** Get mutex reference for threadsafe operations. */
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virtual Mutex& GetMutex() const = 0;
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/** Register StdLog object for error callback.
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\param log Pointer to log class */
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virtual void RegStdLog(StdLog *log) = 0;
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/** Log error to log class for print out / storage. */
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virtual void LogError(Socket *p,const std::string& user_text,int err,const std::string& sys_err,loglevel_t t = LOG_LEVEL_WARNING) = 0;
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// -------------------------------------------------------------------------
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// Socket stuff
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// -------------------------------------------------------------------------
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/** Add socket instance to socket map. Removal is always automatic. */
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virtual void Add(Socket *) = 0;
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private:
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/** Remove socket from socket map, used by Socket class. */
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virtual void Remove(Socket *) = 0;
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public:
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/** Get status of read/write/exception file descriptor set for a socket. */
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virtual void Get(SOCKET s,bool& r,bool& w,bool& e) = 0;
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/** Set read/write/exception file descriptor sets (fd_set). */
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virtual void Set(SOCKET s,bool bRead,bool bWrite,bool bException = true) = 0;
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/** Wait for events, generate callbacks. */
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virtual int Select(long sec,long usec) = 0;
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/** This method will not return until an event has been detected. */
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virtual int Select() = 0;
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/** Wait for events, generate callbacks. */
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virtual int Select(struct timeval *tsel) = 0;
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/** Check that a socket really is handled by this socket handler. */
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virtual bool Valid(Socket *) = 0;
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/** Return number of sockets handled by this handler. */
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virtual size_t GetCount() = 0;
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/** Override and return false to deny all incoming connections.
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\param p ListenSocket class pointer (use GetPort to identify which one) */
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virtual bool OkToAccept(Socket *p) = 0;
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/** Called by Socket when a socket changes state. */
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virtual void AddList(SOCKET s,list_t which_one,bool add) = 0;
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// -------------------------------------------------------------------------
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// Connection pool
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// -------------------------------------------------------------------------
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#ifdef ENABLE_POOL
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/** Find available open connection (used by connection pool). */
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virtual ISocketHandler::PoolSocket *FindConnection(int type,const std::string& protocol,SocketAddress&) = 0;
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/** Enable connection pool (by default disabled). */
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virtual void EnablePool(bool = true) = 0;
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/** Check pool status.
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\return true if connection pool is enabled */
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virtual bool PoolEnabled() = 0;
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#endif // ENABLE_POOL
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// -------------------------------------------------------------------------
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// Socks4
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// -------------------------------------------------------------------------
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#ifdef ENABLE_SOCKS4
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/** Set socks4 server ip that all new tcp sockets should use. */
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virtual void SetSocks4Host(ipaddr_t) = 0;
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/** Set socks4 server hostname that all new tcp sockets should use. */
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virtual void SetSocks4Host(const std::string& ) = 0;
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/** Set socks4 server port number that all new tcp sockets should use. */
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virtual void SetSocks4Port(port_t) = 0;
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/** Set optional socks4 userid. */
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virtual void SetSocks4Userid(const std::string& ) = 0;
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/** If connection to socks4 server fails, immediately try direct connection to final host. */
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virtual void SetSocks4TryDirect(bool = true) = 0;
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/** Get socks4 server ip.
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\return socks4 server ip */
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virtual ipaddr_t GetSocks4Host() = 0;
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/** Get socks4 port number.
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\return socks4 port number */
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virtual port_t GetSocks4Port() = 0;
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/** Get socks4 userid (optional).
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\return socks4 userid */
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virtual const std::string& GetSocks4Userid() = 0;
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/** Check status of socks4 try direct flag.
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\return true if direct connection should be tried if connection to socks4 server fails */
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virtual bool Socks4TryDirect() = 0;
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#endif // ENABLE_SOCKS4
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// -------------------------------------------------------------------------
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// DNS resolve server
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// -------------------------------------------------------------------------
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#ifdef ENABLE_RESOLVER
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/** Enable asynchronous DNS.
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\param port Listen port of asynchronous dns server */
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virtual void EnableResolver(port_t = 16667) = 0;
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/** Check resolver status.
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\return true if resolver is enabled */
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virtual bool ResolverEnabled() = 0;
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/** Queue a dns request.
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\param host Hostname to be resolved
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\param port Port number will be echoed in Socket::OnResolved callback */
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virtual int Resolve(Socket *,const std::string& host,port_t port) = 0;
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#ifdef ENABLE_IPV6
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virtual int Resolve6(Socket *,const std::string& host,port_t port) = 0;
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#endif
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/** Do a reverse dns lookup. */
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virtual int Resolve(Socket *,ipaddr_t a) = 0;
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#ifdef ENABLE_IPV6
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virtual int Resolve(Socket *,in6_addr& a) = 0;
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#endif
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/** Get listen port of asynchronous dns server. */
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virtual port_t GetResolverPort() = 0;
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/** Resolver thread ready for queries. */
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virtual bool ResolverReady() = 0;
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/** Returns true if socket waiting for a resolve event. */
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virtual bool Resolving(Socket *) = 0;
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#endif // ENABLE_RESOLVER
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#ifdef ENABLE_TRIGGERS
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/** Fetch unique trigger id. */
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virtual int TriggerID(Socket *src) = 0;
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/** Subscribe socket to trigger id. */
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virtual bool Subscribe(int id, Socket *dst) = 0;
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/** Unsubscribe socket from trigger id. */
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virtual bool Unsubscribe(int id, Socket *dst) = 0;
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/** Execute OnTrigger for subscribed sockets.
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\param id Trigger ID
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\param data Data passed from source to destination
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\param erase Empty trigger id source and destination maps if 'true',
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Leave them in place if 'false' - if a trigger should be called many times */
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virtual void Trigger(int id, Socket::TriggerData& data, bool erase = true) = 0;
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#endif // ENABLE_TRIGGERS
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#ifdef ENABLE_DETACH
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/** Indicates that the handler runs under SocketThread. */
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virtual void SetSlave(bool x = true) = 0;
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/** Indicates that the handler runs under SocketThread. */
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virtual bool IsSlave() = 0;
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#endif // ENABLE_DETACH
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};
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#ifdef SOCKETS_NAMESPACE
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}
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#endif
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#endif // _SOCKETS_ISocketHandler_H
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