1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
|
/*
This file is part of the KDE games library
Copyright (C) 2001 Burkhard Lehner (Burkhard.Lehner@gmx.de)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
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.
*/
/*
KMessageIO class and subclasses KMessageSocket and KMessageDirect
*/
#ifndef _KMESSAGEIO_H_
#define _KMESSAGEIO_H_
#include <qcstring.h>
#include <qhostaddress.h>
#include <qobject.h>
#include <qstring.h>
#include <qptrqueue.h>
#include <qfile.h>
#include <kdebug.h>
class QSocket;
class KProcess;
//class QFile;
/**
This abstract base class represents one end of a message connections
between two clients. Each client has one object of a subclass of
KMessageIO. Calling /e send() on one object will emit the signal
/e received() on the other object, and vice versa.
For each type of connection (TCP/IP socket, COM port, direct connection
within the same class) a subclass of KMessageIO must be defined that
implements the pure virtual methods /e send() and /e isConnected(),
and sends the signals. (See /e KMessageSocket for an example implementation.)
Two subclasses are already included: /e KMessageSocket (connection using
TCP/IP sockets) and /e KMessageDirect (connection using method calls, both
sides must be within the same process).
*/
class KMessageIO : public QObject
{
Q_OBJECT
public:
/**
* The usual QObject constructor, does nothing else.
**/
KMessageIO (QObject *parent = 0, const char *name = 0);
/**
* The usual destructor, does nothing special.
**/
~KMessageIO ();
/**
* The runtime idendifcation
*/
virtual int rtti() const {return 0;}
/**
* @return Whether this KMessageIO is a network IO or not.
**/
//virtual bool isNetwork () const = 0;
virtual bool isNetwork () const
{
kdError(11001) << "Calling PURE virtual isNetwork...BAD" << endl;
return false;
}
/**
This method returns the status of the object, whether it is already
(or still) connected to another KMessageIO object or not.
This is a pure virtual method, so it has to be implemented in a subclass
of KMessageIO.
*/
//virtual bool isConnected () const = 0;
virtual bool isConnected () const
{
kdError(11001) << "Calling PURE virtual isConencted...BAD" << endl;
return false;
}
/**
Sets the ID number of this object. This number can for example be used to
distinguish several objects in a server.
NOTE: Sometimes it is useful to let two connected KMessageIO objects
have the same ID number. You have to do so yourself, KMessageIO doesn't
change this value on its own!
*/
void setId (Q_UINT32 id);
/**
Queries the ID of this object.
*/
Q_UINT32 id ();
/**
@since 3.2
@return 0 in the default implementation. Reimplemented in @ref KMessageSocket.
*/
virtual Q_UINT16 peerPort () const { return 0; }
/**
@since 3.2
@return "localhost" in the default implementation. Reimplemented in @ref KMessageSocket
*/
virtual QString peerName () const { return QString::fromLatin1("localhost"); }
signals:
/**
This signal is emitted when /e send() on the connected KMessageIO
object is called. The parameter contains the same data array in /e msg
as was used in /e send().
*/
void received (const QByteArray &msg);
/**
This signal is emitted when the connection is closed. This can be caused
by a hardware error (e.g. broken internet connection) or because the other
object was killed.
Note: Sometimes a broken connection can be undetected for a long time,
or may never be detected at all. So don't rely on this signal!
*/
void connectionBroken ();
public slots:
/**
This slot sends the data block in /e msg to the connected object, that will
emit /e received().
For a concrete class, you have to subclass /e KMessageIO and overwrite this
method. In the subclass, implement this method as an ordinary method, not
as a slot! (Otherwise another slot would be defined. It would work, but uses
more memory and time.) See /e KMessageSocket for an example implementation.
*/
virtual void send (const QByteArray &msg) = 0;
protected:
Q_UINT32 m_id;
};
/**
This class implements the message communication using a TCP/IP socket. The
object can connect to a server socket, or can use an already connected socket.
*/
class KMessageSocket : public KMessageIO
{
Q_OBJECT
public:
/**
Connects to a server socket on /e host with /e port. host can be an
numerical (e.g. "192.168.0.212") or symbolic (e.g. "wave.peter.org")
IP address. You can immediately use the /e sendSystem() and
/e sendBroadcast() methods. The messages are stored and sent to the
receiver after the connection is established.
If the connection could not be established (e.g. unknown host or no server
socket at this port), the signal /e connectionBroken is emitted.
*/
KMessageSocket (QString host, Q_UINT16 port, QObject *parent = 0,
const char *name = 0);
/**
Connects to a server socket on /e host with /e port. You can immediately
use the /e sendSystem() and /e sendBroadcast() methods. The messages are
stored and sent to the receiver after the connection is established.
If the connection could not be established (e.g. unknown host or no server
socket at this port), the signal /e connectionBroken is emitted.
*/
KMessageSocket (QHostAddress host, Q_UINT16 port, QObject *parent = 0,
const char *name = 0);
/**
Uses /e socket to do the communication.
The socket should already be connected, or at least be in /e connecting
state.
Note: The /e socket object is then owned by the /e KMessageSocket object.
So don't use it otherwise any more and don't delete it. It is deleted
together with this KMessageSocket object. (Use 0 as parent for the QSocket
object t ensure it is not deleted.)
*/
KMessageSocket (QSocket *socket, QObject *parent = 0, const char *name = 0);
/**
Uses the socket specified by the socket descriptor socketFD to do the
communication. The socket must already be connected.
This constructor can be used with a QServerSocket within the (pure
virtual) method /e newConnection.
Note: The socket is then owned by the /e KMessageSocket object. So don't
manipulate the socket afterwards, especially don't close it. The socket is
automatically closed when KMessageSocket is deleted.
*/
KMessageSocket (int socketFD, QObject *parent = 0, const char *name = 0);
/**
Destructor, closes the socket.
*/
~KMessageSocket ();
/**
* The runtime idendifcation
*/
virtual int rtti() const {return 1;}
/**
@since 3.2
@return The port that this object is connected to. See QSocket::peerPort
*/
virtual Q_UINT16 peerPort () const;
/**
@since 3.2
@return The hostname this object is connected to. See QSocket::peerName.
*/
virtual QString peerName () const;
/**
@return TRUE as this is a network IO.
*/
bool isNetwork() const { return true; }
/**
Returns true if the socket is in state /e connected.
*/
bool isConnected () const;
/**
Overwritten slot method from KMessageIO.
Note: It is not declared as a slot method, since the slot is already
defined in KMessageIO as a virtual method.
*/
void send (const QByteArray &msg);
protected slots:
virtual void processNewData ();
protected:
void initSocket ();
QSocket *mSocket;
bool mAwaitingHeader;
Q_UINT32 mNextBlockLength;
bool isRecursive; // workaround for "bug" in QSocket, Qt 2.2.3 or older
};
/**
This class implements the message communication using function calls
directly. It can only be used when both sides of the message pipe are
within the same process. The communication is very fast.
To establish a communication, you have to create two instances of
KMessageDirect, the first one with no parameters in the constructor,
the second one with the first as parameter:
/code
KMessageDirect *peer1, *peer2;
peer1 = new KMessageDirect (); // unconnected
peer2 = new KMessageDirect (peer1); // connect with peer1
/endcode
The connection is only closed when one of the instances is deleted.
*/
class KMessageDirect : public KMessageIO
{
Q_OBJECT
public:
/**
Creates an object and connects it to the object given in the first
parameter. Use 0 as first parameter to create an unconnected object,
that is later connected.
If that object is already connected, the object remains unconnected.
*/
KMessageDirect (KMessageDirect *partner = 0, QObject *parent = 0, const char
*name = 0);
/**
Destructor, closes the connection.
*/
~KMessageDirect ();
/**
* The runtime idendifcation
*/
virtual int rtti() const {return 2;}
/**
@return FALSE as this is no network IO.
*/
bool isNetwork() const { return false; }
/**
Returns true, if the object is connected to another instance.
If you use the first constructor, the object is unconnected unless another
object is created with this one as parameter.
The connection can only be closed by deleting one of the objects.
*/
bool isConnected () const;
/**
Overwritten slot method from KMessageIO.
Note: It is not declared as a slot method, since the slot is already
defined in KMessageIO as a virtual method.
*/
void send (const QByteArray &msg);
protected:
KMessageDirect *mPartner;
};
class KMessageProcess : public KMessageIO
{
Q_OBJECT
public:
KMessageProcess(QObject *parent, QString file);
~KMessageProcess();
bool isConnected() const;
void send (const QByteArray &msg);
void writeToProcess();
/**
@return FALSE as this is no network IO.
*/
bool isNetwork() const { return false; }
/**
* The runtime idendifcation
*/
virtual int rtti() const {return 3;}
public slots:
void slotReceivedStdout(KProcess *proc, char *buffer, int buflen);
void slotReceivedStderr(KProcess *proc, char *buffer, int buflen);
void slotProcessExited(KProcess *p);
void slotWroteStdin(KProcess *p);
private:
QString mProcessName;
KProcess *mProcess;
QPtrQueue <QByteArray> mQueue;
QByteArray *mSendBuffer;
QByteArray mReceiveBuffer;
unsigned int mReceiveCount;
};
class KMessageFilePipe : public KMessageIO
{
Q_OBJECT
public:
KMessageFilePipe(QObject *parent,QFile *readFile,QFile *writeFile);
~KMessageFilePipe();
bool isConnected() const;
void send (const QByteArray &msg);
void exec();
/**
@return FALSE as this is no network IO.
*/
bool isNetwork() const { return false; }
/**
* The runtime idendifcation
*/
virtual int rtti() const {return 4;}
private:
QFile *mReadFile;
QFile *mWriteFile;
QByteArray mReceiveBuffer;
unsigned int mReceiveCount;
};
#endif
|