tigervnc/rfb_win32/SocketManager.h
Constantin Kaplinsky 47ed8d321c Initial revision
git-svn-id: svn://svn.code.sf.net/p/tigervnc/code/trunk@2 3789f03b-4d11-0410-bbf8-ca57d06f2519
2004-10-08 09:43:57 +00:00

108 lines
3.7 KiB
C++

/* Copyright (C) 2002-2004 RealVNC Ltd. All Rights Reserved.
*
* This is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This software is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this software; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
* USA.
*/
// -=- SocketManager.h
// Socket manager class for Win32.
// Passed a network::SocketListener and a network::SocketServer when
// constructed. Uses WSAAsyncSelect to get notifications of network
// connection attempts. When an incoming connection is received,
// the manager will call network::SocketServer::addClient(). If
// addClient returns true then the manager registers interest in
// network events on that socket, and calls
// network::SocketServer::processSocketEvent().
#ifndef __RFB_WIN32_SOCKET_MGR_H__
#define __RFB_WIN32_SOCKET_MGR_H__
#include <list>
#include <network/Socket.h>
#include <rfb_win32/MsgWindow.h>
namespace rfb {
namespace win32 {
class SocketManager {
public:
SocketManager();
virtual ~SocketManager();
// Add a listening socket. Incoming connections will be added to the supplied
// SocketServer.
void addListener(network::SocketListener* sock_, network::SocketServer* srvr);
// Remove and delete a listening socket.
void remListener(network::SocketListener* sock);
// Add an already-connected socket. Socket events will cause the supplied
// SocketServer to be called. The socket must ALREADY BE REGISTERED with
// the SocketServer.
void addSocket(network::Socket* sock_, network::SocketServer* srvr);
// Add a Win32 event & handler for it to the SocketManager
// This event will be blocked on along with the registered Sockets, and the
// handler called whenever it is discovered to be set.
// NB: SocketManager does NOT call ResetEvent on the event!
// NB: If processEvent returns false then the event is no longer registered,
// and the event object is assumed to have been closed by processEvent()
struct EventHandler {
virtual ~EventHandler() {}
virtual bool processEvent(HANDLE event) = 0;
};
void addEvent(HANDLE event, EventHandler* ecb);
// getMessage
//
// Either return a message from the thread's message queue or process a socket
// event.
// Returns whenever a message needs processing. Returns false if message is
// WM_QUIT, true for all other messages.
BOOL getMessage(MSG* msg, HWND hwnd, UINT minMsg, UINT maxMsg);
protected:
void addListener(network::SocketListener* sock, HANDLE event, network::SocketServer* server);
void addSocket(network::Socket* sock, HANDLE event, network::SocketServer* server);
void resizeArrays(int numSockets);
void removeSocket(int index);
struct SocketInfo {
union {
network::Socket* conn;
network::SocketListener* listener;
} sock;
SOCKET fd;
bool is_conn;
bool is_event;
union {
network::SocketServer* server;
EventHandler* handler;
};
};
SocketInfo* sockets;
HANDLE* events;
int nSockets;
int nAvail;
};
}
}
#endif