2010-05-12 09:27:13 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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2010-05-06 00:08:41 +00:00
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#ifndef RY_INTER_WINDOW_MSG_QUEUE_H
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#define RY_INTER_WINDOW_MSG_QUEUE_H
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#ifdef NL_OS_WINDOWS
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#include "nel/misc/thread.h"
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#include "nel/misc/mutex.h"
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#include "nel/misc/shared_memory.h"
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#include "nel/misc/mem_stream.h"
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#include "nel/misc/dummy_window.h"
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#include <windows.h>
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namespace NLMISC
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{
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2010-06-10 09:50:19 +00:00
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// **************************************************************************************************
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2010-05-06 00:08:41 +00:00
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/** IPC Utility class to enable easy window-window communication
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*
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* This enable 2-ways non blocking communication between 2 windows on the same machine (windows
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* may belong to different processes)
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*
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* Only works on microsoft windows os for now
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*
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* The implementation relies on the WM_COPYDATA message to enable communication, but create a separate thread
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* to enable non blocking exchange. (The WM_COPYDATA message require the use of SendMessage, which is blocking until the
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* target window receive the message and respond)
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*
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* Identifier should be agreed on for the 2 windows that are to communicate (windows handles are transparently
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* exchanged through shared memory based on this name)
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*
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* When initializing the queue for a specific window, this window message proc will be subclassed
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* to enable interception of the WM_COPYDATA for that window.
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*
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* 'release' should be called before the hooked window is destroyed, to avoid dangling reference to it
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* in this object. As one can expect 'release' is also automatically called when this object is destroyed
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*
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* Additionnaly, an internal, invisible window will be create if no one is given (second form of 'init'). This avoid having to worry
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* about order of init / release of subclassing.
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*
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* FIXME : In fact, creating an invisible, internal window (that is required to have a message queue), should be the default,
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* this would hide the internal communication mean, and we simply would have something called like 'CInterProcessMsgQueue'.
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* Alternatives have been considered, but this one seemed simpler at first because of the facility offered by WM_COPYDATA
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* Other possible implementations include shared memory (would require additionnal synchronisation & possible splitting of messages then), sockets (would make the firewall complain then ...) etc.
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* .
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*/
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class CInterWindowMsgQueue
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{
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public:
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CInterWindowMsgQueue();
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~CInterWindowMsgQueue();
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/** Create a 2-way inter process message queue.
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* Each ownerWindow / localId / foreignId triplet should be unique, repeated call with the same value will return false
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* as long as the message queue created from them is alive
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* IMPORTANT: 'ownerWindow' will be subclassed to handle the messages. If multiple subclassing are done on that window,
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* they must be undone in reverse order, or an assertion will be raised. The simplest thing is use the second form of init,
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* which will create an internal invisible window, thusavoiding this concern.
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*/
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bool init(HINSTANCE hInstance, uint32 localId, uint32 foreignId);
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/** Create a 2-way message queue between 2 windows.
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* Each ownerWindow / localId / foreignId triplet should be unique, repeated call with the same value will return false
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* as long as the message queue created from them is alive
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* IMPORTANT: 'ownerWindow' will be subclassed to handle the messages. If multiple subclassing are done on that window,
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* they must be undone in reverse order, or an assertion will be raised. The simplest thing is use the second form of init,
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* which will create an internal invisible window, thusavoiding this concern.
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*
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* return true on success
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*/
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bool init(HWND ownerWindow, uint32 localId, uint32 foreignId);
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/** Release the msg queue
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* This will unhook the window, restoring its previous message procedure
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* Note than if the window was hooked by someone else, an assert will be raised
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* Hooks on windows msg proc should thus be 'unhooked' in reverse order
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*/
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void release();
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/** Send a new message
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* The msg is guaranteed to be received by the other window as long as it remains alive
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*/
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void sendMessage(CMemStream &msg);
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// See if a message has arrived from foreign window, return true if so
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bool pumpMessage(CMemStream &dest);
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// Test if other window is present
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bool connected() const;
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//
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uint getSendQueueSize() const;
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uint getReceiveQueueSize() const;
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2010-06-10 09:50:19 +00:00
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// **************************************************************************************************
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2010-05-06 00:08:41 +00:00
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private:
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struct CMsg
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{
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std::vector<uint8> Msg;
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void serial(NLMISC::IStream &f)
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{
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f.serialVersion(0);
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f.serialCont(Msg);
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}
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};
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typedef std::list<CMsg> TMsgList;
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CSynchronized<TMsgList> _OutMessageQueue; // outgoing messages : filled by main thread, pumped by
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// this 'CInterWindowMsgQueue' internal thread to hide latency of SendMessage
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// to the main thread
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TMsgList _InMessageQueue; // Incoming messages : not synchronised here, because the wnd
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// message proc that receive foreign window messages (through WM_COPYDATA)
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// belong to the same thread than the reader (that calls 'pumpMessage')
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CDummyWindow _DummyWindow;
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// internal send thread
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class CSendTask : public IRunnable
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{
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public:
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CSendTask(CInterWindowMsgQueue *parent);
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// from IRunnable
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virtual void run();
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// parent should call this to ask the thread to terminate
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void stop();
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private:
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CInterWindowMsgQueue *_Parent;
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bool _StopAsked;
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};
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friend class CSendTask;
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/** One protagonist in the communication. May be the 'local' of 'foreign' window
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* The responsbility of this class is to allow to set / retrieve the window handle
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* of local / foreign window.
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* Window handle is needed by the send thread when it need to call SendMessage
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*/
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class CProtagonist
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{
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public:
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CProtagonist();
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~CProtagonist();
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void release();
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// init this 'protagonist'
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bool init(uint32 id);
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// set handle for foreign window
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void setWnd(HWND wnd);
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// get local or foreign window handle
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HWND getWnd();
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uint32 getId() const { return _Id; }
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private:
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uint32 _Id;
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HWND _Wnd;
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HANDLE _SharedMemMutex; // system-wide mutex for access to window handle in shared memory
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void *_SharedWndHandle; // no need for mutex here as the value will be written atomically (a single memory word)
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private:
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// shared memory mutex
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void acquireSMMutex();
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void releaseSMMutex();
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};
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//
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CProtagonist _LocalWindow;
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CProtagonist _ForeignWindow;
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CSendTask *_SendTask;
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IThread *_SendThread;
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static const uint _CurrentVersion; // for messages serialisation
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// Unique identifier for a 2-way message queue (that is, a CInterWindowMsgQueue object after it has been
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// initialized)
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// This is required since the window message proc 'ListenerProc' is static so we must be
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// retrieve the associated 'CInterWindowMsgQueue' object from the (local id, foreign id) pair
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class CMsgQueueIdent
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{
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public:
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HWND Wnd;
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uint32 LocalId;
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uint32 ForeignId;
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public:
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CMsgQueueIdent(HWND wnd, uint32 localId, uint32 foreignId)
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: Wnd(wnd), LocalId(localId), ForeignId(foreignId) {}
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bool operator < (const CMsgQueueIdent &other) const
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{
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if (Wnd != other.Wnd) return Wnd < other.Wnd;
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if (LocalId != other.LocalId) return LocalId < other.LocalId;
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return LocalId < other.LocalId;
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}
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};
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typedef std::map<CMsgQueueIdent, CInterWindowMsgQueue *> TMessageQueueMap;
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static CSynchronized<TMessageQueueMap> _MessageQueueMap;
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// map window handle to old message queue
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class COldMsgProc
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{
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public:
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WNDPROC OldWinProc;
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uint RefCount;
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public:
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COldMsgProc() : OldWinProc(NULL), RefCount(0) {}
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};
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typedef std::map<HWND, COldMsgProc> TOldWinProcMap;
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static TOldWinProcMap _OldWinProcMap;
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bool initInternal(HINSTANCE hInstance, HWND ownerWindow, uint32 localId, uint32 foreignId = NULL);
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private:
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static LRESULT CALLBACK listenerProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static LRESULT CALLBACK invisibleWindowListenerProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static LRESULT handleWMCopyData(HWND hwnd, COPYDATASTRUCT *cds);
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void updateTargetWindow();
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void clearOutQueue();
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};
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} // NLMISC
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#endif
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#endif
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