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+/* 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