source-engine/utils/vmpi/IThreadedTCPSocket.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ITHREADEDTCPSOCKET_H
#define ITHREADEDTCPSOCKET_H
#ifdef _WIN32
#pragma once
#endif
#include "iphelpers.h"
class IThreadedTCPSocket;
class CTCPPacket
{
public:
// Access the contents of the packet.
const char* GetData() const;
int GetLen() const;
// You can attach some user data to the packet.
int GetUserData() const;
void SetUserData( int userData );
// Free resources associated with the packet.
void Release();
public:
friend class CThreadedTCPSocket;
~CTCPPacket(); // Use Release(), not delete.
int m_UserData;
int m_Len;
char m_Data[1];
};
inline const char* CTCPPacket::GetData() const
{
return m_Data;
}
inline int CTCPPacket::GetLen() const
{
return m_Len;
}
// The application implements this to handle packets that are received.
// Note that the implementation must be thread-safe because these functions can be called
// from various threads.
class ITCPSocketHandler
{
public:
enum
{
SocketError=0,
ConnectionTimedOut
};
// This is called right when the socket becomes ready to have data sent through it and
// before OnPacketReceive is ever called.
virtual void Init( IThreadedTCPSocket *pSocket ) = 0;
// This is called when a packet arrives. NOTE: you are responsible for freeing the packet
// by calling CTCPPacket::Release() on it.
virtual void OnPacketReceived( CTCPPacket *pPacket ) = 0;
// Handle errors inside the socket. After this is called, the socket is no longer alive.
// Note: this might be called from ANY thread (the main thread, the send thread, or the receive thread).
//
// errorCode is one of the enums above (SocketError, ConnectionTimedOut, etc).
virtual void OnError( int errorCode, const char *pErrorString ) = 0;
};
//
// This is the main threaded TCP socket class.
// The way these work is that they have a thread for sending and a thread for receiving data.
//
// The send thread is continually pushing your data out the door.
//
// The receive thread is continually receiving data. When it receives data, it calls your HandlePacketFn
// to allow the user to handle it. Be very careful in your HandlePacketFn, since it is in another thread.
// Anything it accesses should be protected by mutexes and the like.
//
class IThreadedTCPSocket
{
public:
// Cleanup everything and exit.
// Note: if the receive thread is inside your HandlePacketFn returns, this function blocks until that function returns.
virtual void Release() = 0;
// Returns the address of whoever you are connected to.
virtual CIPAddr GetRemoteAddr() const = 0;
// Returns true if the socket is connected and ready to go. If this returns false, then the socket won't
// send or receive data any more. It also means that your ITCPSocketHandler's OnError function has been called.
virtual bool IsValid() = 0;
// Send data. Any thread can call these functions, and they don't block. They make a copy of the data, then
// enqueue it for sending.
virtual bool Send( const void *pData, int len ) = 0;
virtual bool SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks ) = 0;
};
// Use these to get incoming connections.
class ITCPConnectSocket
{
public:
// Call this to stop listening for connections and delete the object.
virtual void Release() = 0;
// Keep calling this as long as you want to wait for connections.
//
// If it returns true and pSocket is NULL, it means it hasn't connected yet.
// If it returns true and pSocket is non-NULL, then it has connected.
// If it returns false, then the connection attempt failed and all further Update() calls will return false.
virtual bool Update( IThreadedTCPSocket **pSocket, unsigned long milliseconds=0 ) = 0;
};
// This class is implemented by the app and passed into CreateListener. When the listener makes
// a new connection, it calls CreateNewHandler() to have the app create something that will handle
// the received packets and errors for the new socket.
class IHandlerCreator
{
public:
// This function must return a valid value.
virtual ITCPSocketHandler* CreateNewHandler() = 0;
};
// Use this to listen for TCP connections. The ITCPConnectSocket will keep returning connections
// until you call Release().
ITCPConnectSocket* ThreadedTCP_CreateListener(
IHandlerCreator *pHandlerCreator, // This handles messages from the socket.
const unsigned short port, // Listen on this port.
int nQueueLength = 5 // How many connections
);
// Use this to connect to a remote process. After Update() returns a non-NULL value, you should
// call Release() on the ITCPConnectSocket because it won't ever return another connection.
ITCPConnectSocket* ThreadedTCP_CreateConnector(
const CIPAddr &addr, // Who to connect to.
const CIPAddr &localAddr, // Local address to bind to. Leave uninitialized (pass in CIPAddr()) and it will
// an interface and a port for you. You can also just fill in the port, and it will
// use that port and choose an interface for you.
IHandlerCreator *pHandlerCreator// If it connects, it asks this thing to make a handler for the connection.
);
// Enable or disable timeouts.
void ThreadedTCP_EnableTimeouts( bool bEnable );
// This should be called at init time. If set to true, it'll set the send and recv threads to low priority.
// (Default is true).
void ThreadedTCP_SetTCPSocketThreadPriorities( bool bSetTCPSocketThreadPriorities );
#endif // ITHREADEDTCPSOCKET_H