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/*
Copyright (C) 2000 Stefan Westerfeld
stefan@space.twc.de
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef CONNECTION_H
#define CONNECTION_H
#include "arts_export.h"
#include "buffer.h"
/*
* BC - Status (2002-03-08): Connection.
*
* None of these classes is considered part of the public API. However, they
* NEED to be kept binary compatible as the DO interact with generated code.
*
* Especially virtual functions and stuff can't be added, if you need to,
* you need to add classes parallel to the Connection hierarchy.
*/
namespace Arts {
class ConnectionPrivate;
class ARTS_EXPORT Connection {
private:
ConnectionPrivate *d; // unused
public:
enum ConnectionState {
unknown = 0,
expectServerHello = 1,
expectClientHello = 2,
expectAuthAccept = 3,
established = 4
};
protected:
Buffer *rcbuf;
bool receiveHeader;
long remaining;
long messageType;
ConnectionState _connState;
std::string serverID;
std::string _cookie;
long _refCnt;
/**
* If you don't want to handle message fragmentation yourself:
*
* Call initReceive in your derived Connection constructor, ald
* receive as soon as you receive some data - the connection object
* will handle the rest (put the messages into buffers and send them
* to the dispatcher)
*/
void initReceive();
void receive(unsigned char *data, long len);
virtual ~Connection();
public:
Connection();
inline void setServerID(const std::string& _serverID) { serverID = _serverID; }
inline bool isConnected(const std::string& s) { return (serverID == s); }
inline void setConnState(ConnectionState cs) { _connState = cs; };
inline std::string cookie() { return _cookie; }
void setCookie(const std::string& c) { _cookie = c; }
void setHints(const std::vector<std::string>& hints);
std::string findHint(const std::string& name);
inline ConnectionState connState() { return _connState; };
virtual void drop() = 0;
virtual bool broken() = 0;
virtual void qSendBuffer(Buffer *buffer) = 0;
void _release();
void _copy();
};
}
#endif
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