webrtc/talk/base/win32socketserver.h

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