221 lines
7.4 KiB
C++
221 lines
7.4 KiB
C++
// 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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#ifndef NL_CALLBACK_NET_BASE_H
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#define NL_CALLBACK_NET_BASE_H
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#undef USE_MESSAGE_RECORDER
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#include "nel/misc/types_nl.h"
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#include "nel/misc/time_nl.h"
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#include "buf_net_base.h"
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#include "message.h"
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#include "inet_address.h"
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#ifdef USE_MESSAGE_RECORDER
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#include "message_recorder.h"
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#include <queue>
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#endif
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#include <vector>
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namespace NLNET {
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class CCallbackNetBase;
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/** Callback function type for message processing
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*
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* msgin contains parameters of the message
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* from is the SockId of the connection, for a client, from is always the same value
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*/
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typedef void (*TMsgCallback) (CMessage &msgin, TSockId from, CCallbackNetBase &netbase);
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/// Callback items. See CMsgSocket::update() for an explanation on how the callbacks are called.
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typedef struct
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{
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/// Key C string. It is a message type name, or "C" for connection or "D" for disconnection
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const char *Key;
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/// The callback function
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TMsgCallback Callback;
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} TCallbackItem;
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/**
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* Layer 3
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* \author Vianney Lecroart
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* \author Nevrax France
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* \date 2001
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*/
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class CCallbackNetBase
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{
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public:
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virtual ~CCallbackNetBase() {}
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/** Set the user data */
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void setUserData(void *userData);
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/** Get the user data */
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void *getUserData();
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/** Sends a message to special connection.
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* On a client, the hostid isn't used.
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* On a server, you must provide a hostid. If you hostid = InvalidSockId, the message will be sent to all connected client.
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*/
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virtual void send (const CMessage &buffer, TSockId hostid = InvalidSockId, bool log = true) = 0;
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uint64 getBytesSent () { return _BytesSent; }
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uint64 getBytesReceived () { return _BytesReceived; }
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virtual uint64 getReceiveQueueSize () = 0;
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virtual uint64 getSendQueueSize () = 0;
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virtual void displayReceiveQueueStat (NLMISC::CLog *log = NLMISC::InfoLog) = 0;
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virtual void displaySendQueueStat (NLMISC::CLog *log = NLMISC::InfoLog, TSockId destid = InvalidSockId) = 0;
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virtual void displayThreadStat (NLMISC::CLog *log = NLMISC::InfoLog) = 0;
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/** Force to send all data pending in the send queue.
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* On a client, the hostid isn't used and must be InvalidSockId
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* On a server, you must provide a hostid.
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* If you provide a non-null pointer for nbBytesRemaining, the value will be filled*
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* will the number of bytes that still remain in the sending queue after the
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* non-blocking flush attempt.
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*/
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virtual bool flush (TSockId hostid = InvalidSockId, uint *nbBytesRemaining=NULL) = 0;
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/** Appends callback array with the specified array. You can add callback only *after* adding the server or the client.
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* \param arraysize is the number of callback items.
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*/
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void addCallbackArray (const TCallbackItem *callbackarray, sint arraysize);
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/// Sets default callback for unknown message types
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void setDefaultCallback(TMsgCallback defaultCallback) { _DefaultCallback = defaultCallback; }
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/// Set the pre dispatch callback. This callback is called before each message is dispatched
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void setPreDispatchCallback(TMsgCallback predispatchCallback) { _PreDispatchCallback = predispatchCallback;}
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/// Sets callback for disconnections (or NULL to disable callback)
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void setDisconnectionCallback (TNetCallback cb, void *arg) { _DisconnectionCallback = cb; _DisconnectionCbArg = arg; }
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/// returns the sockid of a connection. On a server, this function returns the parameter. On a client, it returns the connection.
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virtual TSockId getSockId (TSockId hostid = InvalidSockId) = 0;
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/** Sets the callback that you want the other side calls. If it didn't call this callback, it will be disconnected
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* If cb is NULL, we authorize *all* callback.
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* On a client, the hostid must be InvalidSockId (or ommited).
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* On a server, you must provide a hostid.
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*/
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void authorizeOnly (const char *callbackName, TSockId hostid = InvalidSockId);
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/// Returns true if this is a CCallbackServer
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bool isAServer () const { return _IsAServer; }
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/// This function is implemented in the client and server class
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virtual bool dataAvailable () = 0;
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/// This function is implemented in the client and server class
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virtual bool getDataAvailableFlagV() const = 0;
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/// This function is implemented in the client and server class
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virtual void update2 ( sint32 timeout=0, sint32 mintime=0 ) = 0;
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/// This function is implemented in the client and server class (legacy)
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virtual void update ( sint32 timeout=0 ) = 0;
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/// This function is implemented in the client and server class
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virtual bool connected () const = 0;
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/// This function is implemented in the client and server class
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virtual void disconnect (TSockId hostid = InvalidSockId) = 0;
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/// Returns the address of the specified host
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virtual const CInetAddress& hostAddress (TSockId hostid);
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// Defined even when USE_MESSAGE_RECORDER is not defined
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enum TRecordingState { Off, Record, Replay };
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protected:
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uint64 _BytesSent, _BytesReceived;
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/// Used by client and server class
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TNetCallback _NewDisconnectionCallback;
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/// Constructor.
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CCallbackNetBase( TRecordingState rec=Off, const std::string& recfilename="", bool recordall=true );
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/** Used by client and server class
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* More info about timeout and mintime in the code.
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*/
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void baseUpdate2 ( sint32 timeout=-1, sint32 mintime=0 );
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/// Used by client and server class (legacy)
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void baseUpdate ( sint32 timeout=0 );
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/// Read a message from the network and process it
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void processOneMessage ();
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/// On this layer, you can't call directly receive, It s the update() function that receive and call your callaback
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virtual void receive (CMessage &buffer, TSockId *hostid) = 0;
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// contains callbacks
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std::vector<TCallbackItem> _CallbackArray;
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// called if the received message is not found in the callback array
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TMsgCallback _DefaultCallback;
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// If not null, called before each message is dispached to it's callback
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TMsgCallback _PreDispatchCallback;
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bool _IsAServer;
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bool _FirstUpdate;
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// ---------------------------------------
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#ifdef USE_MESSAGE_RECORDER
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bool replayDataAvailable();
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virtual bool replaySystemCallbacks() = 0;
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void noticeDisconnection( TSockId hostid );
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TRecordingState _MR_RecordingState;
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sint64 _MR_UpdateCounter;
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CMessageRecorder _MR_Recorder;
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#endif
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// ---------------------------------------
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private:
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void *_UserData;
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NLMISC::TTime _LastUpdateTime;
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NLMISC::TTime _LastMovedStringArray;
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TNetCallback _DisconnectionCallback;
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void *_DisconnectionCbArg;
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friend void cbnbMessageAskAssociations (CMessage &msgin, TSockId from, CCallbackNetBase &netbase);
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friend void cbnbMessageRecvAssociations (CMessage &msgin, TSockId from, CCallbackNetBase &netbase);
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friend void cbnbNewDisconnection (TSockId from, void *data);
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};
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} // NLNET
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#endif // NL_CALLBACK_NET_BASE_H
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/* End of callback_net_base.h */
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