c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
199 lines
6.2 KiB
C++
199 lines
6.2 KiB
C++
/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkNetIO_DEFINED
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#define SkNetIO_DEFINED
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#include <netinet/in.h>
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#include <sys/socket.h>
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#include "include/core/SkStream.h"
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#include "include/core/SkTypes.h"
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/* PACKET and HEADER Format */
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#define PACKET_SIZE 1024
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#define HEADER_SIZE 20
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#define CONTENT_SIZE 1004
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#define DEFAULT_PORT 15555
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#define MAX_WAITING_CLIENTS 3
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#define NONBLOCKING_SOCKETS
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class SkSocket {
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public:
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SkSocket();
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virtual ~SkSocket();
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enum State {
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kError_state,
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kBegin_state,
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kIncomplete_state,
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kDone_state
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};
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enum DataType {
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kPipeAppend_type,
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kPipeReplace_type,
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kString_type,
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kInt_type
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};
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bool isConnected() { return fConnected; }
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/**
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* Write data to the socket. Data is a pointer to the beginning of the data
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* to be sent and dataSize specifies the number of bytes to send. This
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* method will spread the data across multiple packets if the data can't all
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* fit in a single packet. The method will write all the data to each of the
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* socket's open connections until all the bytes have been successfully sent
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* and return total the number of bytes written to all clients, unless there
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* was an error during the transfer, in which case the method returns -1.
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* For blocking sockets, write will block indefinitely if the socket at the
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* other end of the connection doesn't receive any data.
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* NOTE: This method guarantees that all of the data will be sent unless
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* there was an error, so it may block temporarily when the write buffer is
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* full
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*/
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int writePacket(void* data, size_t size, DataType type = kPipeAppend_type);
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/**
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* Read a logical packet from socket. The data read will be stored
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* sequentially in the dataArray. This method will keep running until all
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* the data in a logical chunk has been read (assembling multiple partial
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* packets if necessary) and return the number of bytes successfully read,
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* unless there was an error, in which case the method returns -1. \For
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* nonblocking sockets, read will return 0 if there's nothing to read. For
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* blocking sockets, read will block indefinitely if the socket doesn't
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* receive any data.
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* NOTE: This method guarantees that all the data in a logical packet will
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* be read so it may block temporarily if it's waiting for parts of a
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* packet
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*/
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int readPacket(void (*onRead)(int cid, const void* data, size_t size,
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DataType type, void*), void* context);
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/**
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* Suspend network transfers until resume() is called. Leaves all
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* connections in tact.
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*/
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void suspendAll() { fReadSuspended = fWriteSuspended = true; }
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/**
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* Resume all network transfers.
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*/
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void resumeAll() { fReadSuspended = fWriteSuspended = false; }
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/**
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* Other helper functions
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*/
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void suspendRead() { fReadSuspended = true; }
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void resumeRead() { fReadSuspended = false; }
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void suspendWrite() { fWriteSuspended = true; }
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void resumeWrite() { fWriteSuspended = false; }
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protected:
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struct header {
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bool done;
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int bytes;
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DataType type;
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};
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/**
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* Create a socket and return its file descriptor. Returns -1 on failure
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*/
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int createSocket();
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/**
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* Close the socket specified by the socket file descriptor argument. Will
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* update fMaxfd and working set properly
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*/
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void closeSocket(int sockfd);
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/**
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* Called when a broken or terminated connection has been detected. Closes
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* the socket file descriptor and removes it from the master set by default.
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* Override to handle broken connections differently
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*/
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virtual void onFailedConnection(int sockfd);
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/**
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* Set the socket specified by the socket file descriptor as nonblocking
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*/
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void setNonBlocking(int sockfd);
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/**
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* Add the socket specified by the socket file descriptor to the master
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* file descriptor set, which is used to in the select() to detect new data
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* or connections
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*/
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void addToMasterSet(int sockfd);
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bool fConnected;
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bool fReady;
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bool fReadSuspended;
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bool fWriteSuspended;
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int fMaxfd;
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int fPort;
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int fSockfd;
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/**
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* fMasterSet contains all the file descriptors to be used for read/write.
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* For clients, this only contains the client socket. For servers, this
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* contains all the file descriptors associated with established connections
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* to clients
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*/
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fd_set fMasterSet;
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};
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/*
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* TCP server. Can accept simultaneous connections to multiple SkTCPClients and
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* read/write data back and forth using read/writePacket calls. Port number can
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* be specified, but make sure that client/server use the same port
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*/
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class SkTCPServer : public SkSocket {
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public:
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SkTCPServer(int port = DEFAULT_PORT);
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virtual ~SkTCPServer();
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/**
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* Accept any incoming connections to the server, will accept 1 connection
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* at a time. Returns -1 on error. For blocking sockets, this method will
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* block until a client calls connectToServer()
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*/
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int acceptConnections();
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/**
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* Disconnect all connections to clients. Returns -1 on error
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*/
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int disconnectAll();
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private:
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typedef SkSocket INHERITED;
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};
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/*
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* TCP client. Will connect to the server specified in the constructor. If a
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* port number is specified, make sure that it's the same as the port number on
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* the server
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*/
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class SkTCPClient : public SkSocket {
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public:
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SkTCPClient(const char* hostname, int port = DEFAULT_PORT);
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/**
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* Connect to server. Returns -1 on error or failure. Call this to connect
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* or reconnect to the server. For blocking sockets, this method will block
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* until the connection is accepted by the server.
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*/
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int connectToServer();
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protected:
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/**
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* Client needs to recreate the socket when a connection is broken because
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* connect can only be called successfully once.
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*/
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virtual void onFailedConnection(int sockfd);
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private:
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sockaddr_in fServerAddr;
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typedef SkSocket INHERITED;
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};
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#endif
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