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0e7bac9Fix include pathe5bb90fFix constness of Proxyac0142aUse template castef6e381Add missing Url.h include206e65cFix constness of operator[]695cc38Use template instantiation for friend declaration7b1e03aAdd BaseFromMember49bc04fMake List<>::Node not uncopyabled5954ffAdd Journal to UnitTest58da106Temporarily disable ServiceQueue dtor precondition assertsfe58c1aAdd missing #include2c02580Add PropertyStream for server state introspection24c2315Add ScopedWrapperContexta3845f5Add RelativeTime::value_type typedef7442932Fix missing PropertyStream membersed5a98fMore PropertyStream output for PeerFinderfcfa10dAdd PropertyStream3cf0729Tidy up AbstractHandler usage in HTTPClient55171f4Remove obsolete source files1311ca3Increase arity of SharedFunction67d807dAdd IPEndpoint::key_equalebf395eAdd ErrorCode and boost library2c3ead3Add ServiceQueue::wrap6c7f5d0Move many Thread related classes93e9d86Measure CPU utilization in ServiceQueueca47d72Move ServiceQueue, ThreadLocalValue, SpinLockc864e4dMove WaitableEventff305e6Add CPUMeter and ScopedTimeInterval01fd05cAdd RecursiveMutex, UnlockGuard, TryLockGuard5831a53Remove Journal from most Stoppable overridesb60a7f3Add Request and Response HTTP parsers44445ffRefactor net buffers classesac37c38Beast class refactor8b7056bFix eof on HTTP client get228b664Remove obsolete beast container classes1dfd655Use RelativeTime from startup in DeadlineTimerae22d5dAdd more methods to RelativeTimec67929eRemove unhandled exception catcher2472a90Add 64 bit output for MurmurHashf3d97c7Add RelativeTime::fromStartupb0b8660IPEndpoint better parsingae551cdAdd alternate form string parsing to IPEndpointd0a0dbfDon't break on Throw0e46762Add hasher functors for IPEndpointa1ec423Add Thread::stopThreadAsync4f7dca3Add compiler, stdlib, and platform skeleton to beast/config4394594Tidy up some use of Error for throwe5e0f52Journal console output improvementsf07515eAdd Stoppable prepare and start interfacesd37dd46Move RelativeTime to chrono, add ostream support3f6e7aaAdd console feature to Journalad0064aJournal option to write to Output window (MSVC)0b7574bAdd compilation test scriptcc05ce1Add ServiceQueuee132aabUse boost for functional when the config is set026b926Fix is_continuation for boost versionc807a4eFix invoked_type type reference2ff781bRemove LockFreeStack::size3acb474Add SharedData::ConstAccess7e4c834Add LockFreeStack::empty9c61a6dAdded AbstractHandler, WrapHandler. HTTPClient Fixes.94e40dcFix unittest, by removing recursive call.38bf408Fix nonstandard C++ extension in getNullSink1ef044dBuild fixesd5d3746Fix missing <cmath> include for Gentoo5f231d3Update copyright notice and licenses7b89bf6Add FixedArray, IntrusiveArray, Crypto5c5de57Reorganize beast modules and files9e18bb3Merge commit '43deaaa5cf0d0178a4a6c3cb69c02a2a9a43ec7d' as 'src/beast/beast/http/impl/http-parser'57703acFix BeforeBoost.h includefbc247bAdd Stoppable to beast56496d8IPEndpoint comparisons9d9c822Migrate some headers and general tidying1a3cddcAdd SharedArg and AsyncObject373ca9cAdd HTTPRequest and improvements to HTTPMessage parsing9534516Add some thread classes and fix SharedData with a simple mutex adapter755ab36Make CallQueue unit test runManualc0ca037Remove Beast version printing on startup7efb6a3Reorganize some MPL and Utility classes and files69c26a1Fix missing BeastConfig.h include in Net.cpp40aa552Disable Beast version printing in Ripple BeastConfig.h7b1352dAdd InterruptibleThread unit test68cf759ThreadWithCallQueue unit test adjustment6501deaIPEndpoint parsing and tidying72fc42bMove and add some template metaprogramming classes2a164f0Change filname capitalization (end)6a14f25Change filename capitalization92fd417Move integer types to beast/CStdInt.hebbd9ffMove TargetPlatform.h to beast/Config.h874b524Add IPEndpoint14b34fcTidy up some zlib macro undefines34fffcaRename beast sources for consistency4e59ab2Add CallQueue unit test327d7a6Fixes for consolidated beast unity includesd5ece4eRemove unused and broken classes39f13beRemove unused ConcurrentObject37624a7Add ThreadWithCallQueue unit teste82ec68Remove obsolete beast_Function90551a6Temporarily leave sqlite3 in whatever threading mode it was already in.43ebbb1Fix SharedSingleton to use memoryBarrierf343941Tidy up SharedSingleton doc comments001997eFix leak on exit from Singleton dependency cycle83b9d22Rename to DeadlineTimer::cancel()77874eeUse new instead of ::new for placement2a04dccJournal improvements50965caSharedFunction improvements277e32bAdd LockFreeStack iteratorsd94e4c2Fix undefined behavior in UnsignedIntegerCalc (again)2dc25ceFix DeadlineTimer, callback while holding lock207ffdeFix undefined behavior in UnsignedIntegerCalc1ad8ff9Fix UnsignedInteger::isZero1dd2836Add support for multiprecision integer arithmetic and binary data encodinga45fc47Update .gitignore962a95dTidy up UnsignedIntegerca695faAdd Time::isNull()e96ce99Better random number facilities in UnitTest550b8e5Fine tune UnsignedInteger declaration8e7e3b7Allow negative relative expirations in DeadlineTimerf3dc7ceAdd generic Journal class for loggingbfdda32Make ChildProcess UnitTest manual since it malfunctions02acf7dGeneral refactoring of beast framework classes84ef06eFix ExitHook to derive from AtExitHookf0acc9cReduce the max threads in the Workers unit test55447b0New SharedSingleton, resolves destruction of objects with static storage duration.41eb8a1Remove deprecated SharedPtr::getObject9eda4bcMake SharedObject members const, the counter mutable6eda777Remove deprecated createOnDemandOnce SingletonLifetime option8c522aaFix off by one in pending i/o count on HTTPClient057344eAdd HTTPMessage::toString and familyee728e3Add UniformResourceLocator::emptyae324fbMove ./modules to ./src git-subtree-dir: src/beast git-subtree-split:0e7bac945f
296 lines
12 KiB
C++
296 lines
12 KiB
C++
//------------------------------------------------------------------------------
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/*
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This file is part of Beast: https://github.com/vinniefalco/Beast
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Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
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Portions of this file are from JUCE.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Please visit http://www.juce.com
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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//==============================================================================
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#ifndef BEAST_SOCKET_H_INCLUDED
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#define BEAST_SOCKET_H_INCLUDED
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//==============================================================================
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/**
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A wrapper for a streaming (TCP) socket.
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This allows low-level use of sockets; for an easier-to-use messaging layer on top of
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sockets, you could also try the InterprocessConnection class.
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@see DatagramSocket, InterprocessConnection, InterprocessConnectionServer
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*/
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class BEAST_API StreamingSocket : LeakChecked <StreamingSocket>, public Uncopyable
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{
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public:
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//==============================================================================
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/** Creates an uninitialised socket.
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To connect it, use the connect() method, after which you can read() or write()
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to it.
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To wait for other sockets to connect to this one, the createListener() method
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enters "listener" mode, and can be used to spawn new sockets for each connection
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that comes along.
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*/
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StreamingSocket();
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/** Destructor. */
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~StreamingSocket();
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//==============================================================================
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/** Binds the socket to the specified local port.
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@returns true on success; false may indicate that another socket is already bound
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on the same port
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*/
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bool bindToPort (int localPortNumber);
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/** Tries to connect the socket to hostname:port.
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If timeOutMillisecs is 0, then this method will block until the operating system
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rejects the connection (which could take a long time).
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@returns true if it succeeds.
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@see isConnected
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*/
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bool connect (const String& remoteHostname,
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int remotePortNumber,
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int timeOutMillisecs = 3000);
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/** True if the socket is currently connected. */
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bool isConnected() const noexcept { return connected; }
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/** Closes the connection. */
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void close();
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/** Returns the name of the currently connected host. */
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const String& getHostName() const noexcept { return hostName; }
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/** Returns the port number that's currently open. */
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int getPort() const noexcept { return portNumber; }
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/** True if the socket is connected to this machine rather than over the network. */
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bool isLocal() const noexcept;
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/** Returns the OS's socket handle that's currently open. */
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int getRawSocketHandle() const noexcept { return handle; }
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//==============================================================================
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/** Waits until the socket is ready for reading or writing.
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If readyForReading is true, it will wait until the socket is ready for
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reading; if false, it will wait until it's ready for writing.
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If the timeout is < 0, it will wait forever, or else will give up after
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the specified time.
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If the socket is ready on return, this returns 1. If it times-out before
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the socket becomes ready, it returns 0. If an error occurs, it returns -1.
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*/
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int waitUntilReady (bool readyForReading,
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int timeoutMsecs) const;
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/** Reads bytes from the socket.
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If blockUntilSpecifiedAmountHasArrived is true, the method will block until
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maxBytesToRead bytes have been read, (or until an error occurs). If this
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flag is false, the method will return as much data as is currently available
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without blocking.
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@returns the number of bytes read, or -1 if there was an error.
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@see waitUntilReady
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*/
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int read (void* destBuffer, int maxBytesToRead,
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bool blockUntilSpecifiedAmountHasArrived);
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/** Writes bytes to the socket from a buffer.
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Note that this method will block unless you have checked the socket is ready
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for writing before calling it (see the waitUntilReady() method).
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@returns the number of bytes written, or -1 if there was an error.
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*/
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int write (const void* sourceBuffer, int numBytesToWrite);
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//==============================================================================
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/** Puts this socket into "listener" mode.
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When in this mode, your thread can call waitForNextConnection() repeatedly,
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which will spawn new sockets for each new connection, so that these can
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be handled in parallel by other threads.
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@param portNumber the port number to listen on
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@param localHostName the interface address to listen on - pass an empty
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string to listen on all addresses
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@returns true if it manages to open the socket successfully.
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@see waitForNextConnection
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*/
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bool createListener (int portNumber, const String& localHostName = String::empty);
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/** When in "listener" mode, this waits for a connection and spawns it as a new
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socket.
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The object that gets returned will be owned by the caller.
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This method can only be called after using createListener().
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@see createListener
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*/
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StreamingSocket* waitForNextConnection() const;
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private:
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//==============================================================================
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String hostName;
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int volatile portNumber, handle;
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bool connected, isListener;
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StreamingSocket (const String& hostname, int portNumber, int handle);
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};
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//==============================================================================
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/**
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A wrapper for a datagram (UDP) socket.
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This allows low-level use of sockets; for an easier-to-use messaging layer on top of
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sockets, you could also try the InterprocessConnection class.
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@see StreamingSocket, InterprocessConnection, InterprocessConnectionServer
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*/
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class BEAST_API DatagramSocket : LeakChecked <DatagramSocket>, public Uncopyable
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{
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public:
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//==============================================================================
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/**
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Creates an (uninitialised) datagram socket.
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The localPortNumber is the port on which to bind this socket. If this value is 0,
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the port number is assigned by the operating system.
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To use the socket for sending, call the connect() method. This will not immediately
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make a connection, but will save the destination you've provided. After this, you can
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call read() or write().
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If enableBroadcasting is true, the socket will be allowed to send broadcast messages
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(may require extra privileges on linux)
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To wait for other sockets to connect to this one, call waitForNextConnection().
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*/
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DatagramSocket (int localPortNumber,
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bool enableBroadcasting = false);
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/** Destructor. */
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~DatagramSocket();
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//==============================================================================
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/** Binds the socket to the specified local port.
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@returns true on success; false may indicate that another socket is already bound
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on the same port
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*/
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bool bindToPort (int localPortNumber);
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/** Tries to connect the socket to hostname:port.
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If timeOutMillisecs is 0, then this method will block until the operating system
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rejects the connection (which could take a long time).
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@returns true if it succeeds.
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@see isConnected
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*/
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bool connect (const String& remoteHostname,
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int remotePortNumber,
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int timeOutMillisecs = 3000);
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/** True if the socket is currently connected. */
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bool isConnected() const noexcept { return connected; }
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/** Closes the connection. */
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void close();
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/** Returns the name of the currently connected host. */
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const String& getHostName() const noexcept { return hostName; }
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/** Returns the port number that's currently open. */
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int getPort() const noexcept { return portNumber; }
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/** True if the socket is connected to this machine rather than over the network. */
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bool isLocal() const noexcept;
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/** Returns the OS's socket handle that's currently open. */
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int getRawSocketHandle() const noexcept { return handle; }
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//==============================================================================
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/** Waits until the socket is ready for reading or writing.
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If readyForReading is true, it will wait until the socket is ready for
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reading; if false, it will wait until it's ready for writing.
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If the timeout is < 0, it will wait forever, or else will give up after
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the specified time.
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If the socket is ready on return, this returns 1. If it times-out before
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the socket becomes ready, it returns 0. If an error occurs, it returns -1.
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*/
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int waitUntilReady (bool readyForReading,
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int timeoutMsecs) const;
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/** Reads bytes from the socket.
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If blockUntilSpecifiedAmountHasArrived is true, the method will block until
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maxBytesToRead bytes have been read, (or until an error occurs). If this
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flag is false, the method will return as much data as is currently available
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without blocking.
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@returns the number of bytes read, or -1 if there was an error.
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@see waitUntilReady
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*/
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int read (void* destBuffer, int maxBytesToRead,
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bool blockUntilSpecifiedAmountHasArrived);
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/** Writes bytes to the socket from a buffer.
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Note that this method will block unless you have checked the socket is ready
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for writing before calling it (see the waitUntilReady() method).
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@returns the number of bytes written, or -1 if there was an error.
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*/
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int write (const void* sourceBuffer, int numBytesToWrite);
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//==============================================================================
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/** This waits for incoming data to be sent, and returns a socket that can be used
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to read it.
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The object that gets returned is owned by the caller, and can't be used for
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sending, but can be used to read the data.
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*/
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DatagramSocket* waitForNextConnection() const;
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private:
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//==============================================================================
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String hostName;
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int volatile portNumber, handle;
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bool connected, allowBroadcast;
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void* serverAddress;
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DatagramSocket (const String& hostname, int portNumber, int handle, int localPortNumber);
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};
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#endif // BEAST_SOCKET_H_INCLUDED
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