// if shutdown() is overridden then the override MUST call on to here
virtual void shutdown() {isShutdown_ = true;}
bool isShutdown() const {return isShutdown_;}
+ virtual bool cork(bool enable) = 0;
// information about this end of the socket
virtual int getMyPort() = 0;
return true;
}
-bool TcpSocket::cork(int sock, bool enable) {
+bool TcpSocket::cork(bool enable) {
#ifndef TCP_CORK
return false;
#else
int one = enable ? 1 : 0;
- if (setsockopt(sock, IPPROTO_TCP, TCP_CORK, (char *)&one, sizeof(one)) < 0)
+ if (setsockopt(getFd(), IPPROTO_TCP, TCP_CORK, (char *)&one, sizeof(one)) < 0)
return false;
return true;
#endif
virtual bool sameMachine();
virtual void shutdown();
+ virtual bool cork(bool enable);
static bool enableNagles(int sock, bool enable);
- static bool cork(int sock, bool enable);
static bool isListening(int sock);
static int getSockPort(int sock);
private:
// Get the underlying TCP layer to build large packets if we send
// multiple small responses.
- network::TcpSocket::cork(sock->getFd(), true);
+ sock->cork(true);
while (getInStream()->checkNoWait(1)) {
if (pendingSyncFence) {
}
// Flush out everything in case we go idle after this.
- network::TcpSocket::cork(sock->getFd(), false);
+ sock->cork(false);
inProcessMessages = false;
// mode, we will also have small fence messages around the update. We
// need to aggregate these in order to not clog up TCP's congestion
// window.
- network::TcpSocket::cork(sock->getFd(), true);
+ sock->cork(true);
// First take care of any updates that cannot contain framebuffer data
// changes.
// Then real data (if possible)
writeDataUpdate();
- network::TcpSocket::cork(sock->getFd(), false);
+ sock->cork(false);
}
void VNCSConnectionST::writeNoDataUpdate()