/* * 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() { Stop(); 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_