/* 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 #include #include 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