181 lines
5.6 KiB
C
181 lines
5.6 KiB
C
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/*
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* libjingle
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* Copyright 2004--2005, Google Inc.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef TALK_BASE_WIN32SOCKETSERVER_H_
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#define TALK_BASE_WIN32SOCKETSERVER_H_
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#ifdef WIN32
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#include "talk/base/asyncsocket.h"
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#include "talk/base/criticalsection.h"
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#include "talk/base/messagequeue.h"
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#include "talk/base/socketserver.h"
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#include "talk/base/socketfactory.h"
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#include "talk/base/socket.h"
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#include "talk/base/thread.h"
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#include "talk/base/win32window.h"
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namespace talk_base {
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///////////////////////////////////////////////////////////////////////////////
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// Win32Socket
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///////////////////////////////////////////////////////////////////////////////
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class Win32Socket : public AsyncSocket {
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public:
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Win32Socket();
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virtual ~Win32Socket();
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bool CreateT(int family, int type);
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int Attach(SOCKET s);
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void SetTimeout(int ms);
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// AsyncSocket Interface
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virtual SocketAddress GetLocalAddress() const;
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virtual SocketAddress GetRemoteAddress() const;
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virtual int Bind(const SocketAddress& addr);
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virtual int Connect(const SocketAddress& addr);
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virtual int Send(const void *buffer, size_t length);
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virtual int SendTo(const void *buffer, size_t length, const SocketAddress& addr);
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virtual int Recv(void *buffer, size_t length);
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virtual int RecvFrom(void *buffer, size_t length, SocketAddress *out_addr);
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virtual int Listen(int backlog);
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virtual Win32Socket *Accept(SocketAddress *out_addr);
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virtual int Close();
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virtual int GetError() const;
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virtual void SetError(int error);
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virtual ConnState GetState() const;
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virtual int EstimateMTU(uint16* mtu);
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virtual int GetOption(Option opt, int* value);
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virtual int SetOption(Option opt, int value);
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private:
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void CreateSink();
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bool SetAsync(int events);
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int DoConnect(const SocketAddress& addr);
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bool HandleClosed(int close_error);
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void PostClosed();
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void UpdateLastError();
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static int TranslateOption(Option opt, int* slevel, int* sopt);
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void OnSocketNotify(SOCKET socket, int event, int error);
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void OnDnsNotify(HANDLE task, int error);
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SOCKET socket_;
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int error_;
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ConnState state_;
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SocketAddress addr_; // address that we connected to (see DoConnect)
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uint32 connect_time_;
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bool closing_;
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int close_error_;
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class EventSink;
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friend class EventSink;
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EventSink * sink_;
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struct DnsLookup;
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DnsLookup * dns_;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Win32SocketServer
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///////////////////////////////////////////////////////////////////////////////
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class Win32SocketServer : public SocketServer {
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public:
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explicit Win32SocketServer(MessageQueue* message_queue);
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virtual ~Win32SocketServer();
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void set_modeless_dialog(HWND hdlg) {
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hdlg_ = hdlg;
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}
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// SocketServer Interface
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virtual Socket* CreateSocket(int type);
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virtual Socket* CreateSocket(int family, int type);
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virtual AsyncSocket* CreateAsyncSocket(int type);
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virtual AsyncSocket* CreateAsyncSocket(int family, int type);
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virtual void SetMessageQueue(MessageQueue* queue);
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virtual bool Wait(int cms, bool process_io);
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virtual void WakeUp();
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void Pump();
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HWND handle() { return wnd_.handle(); }
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private:
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class MessageWindow : public Win32Window {
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public:
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explicit MessageWindow(Win32SocketServer* ss) : ss_(ss) {}
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private:
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virtual bool OnMessage(UINT msg, WPARAM wp, LPARAM lp, LRESULT& result);
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Win32SocketServer* ss_;
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};
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static const TCHAR kWindowName[];
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MessageQueue *message_queue_;
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MessageWindow wnd_;
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CriticalSection cs_;
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bool posted_;
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HWND hdlg_;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Win32Thread. Automatically pumps Windows messages.
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///////////////////////////////////////////////////////////////////////////////
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class Win32Thread : public Thread {
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public:
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Win32Thread() : ss_(this), id_(0) {
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set_socketserver(&ss_);
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}
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virtual ~Win32Thread() {
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set_socketserver(NULL);
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}
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virtual void Run() {
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id_ = GetCurrentThreadId();
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Thread::Run();
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id_ = 0;
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}
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virtual void Quit() {
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PostThreadMessage(id_, WM_QUIT, 0, 0);
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}
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private:
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Win32SocketServer ss_;
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DWORD id_;
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};
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///////////////////////////////////////////////////////////////////////////////
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} // namespace talk_base
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#endif // WIN32
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#endif // TALK_BASE_WIN32SOCKETSERVER_H_
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