/* Copyright (C) 2002-2005 RealVNC Ltd. All Rights Reserved. * * This is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This software 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this software; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, * USA. */ // -=- Socket.h - abstract base-class for any kind of network stream/socket #ifndef __NETWORK_SOCKET_H__ #define __NETWORK_SOCKET_H__ #include #include #include #include #include namespace network { void initSockets(); bool isSocketListening(int sock); class Socket { public: Socket(int fd); virtual ~Socket(); rdr::FdInStream &inStream() {return *instream;} rdr::FdOutStream &outStream() {return *outstream;} int getFd() {return outstream->getFd();} void shutdown(); bool isShutdown() const; virtual bool cork(bool enable) = 0; // information about the remote end of the socket virtual char* getPeerAddress() = 0; // a string e.g. "192.168.0.1" virtual char* getPeerEndpoint() = 0; //
:: // Was there a "?" in the ConnectionFilter used to accept this Socket? void setRequiresQuery(); bool requiresQuery() const; protected: Socket(); void setFd(int fd); private: rdr::FdInStream* instream; rdr::FdOutStream* outstream; bool isShutdown_; bool queryConnection; }; class ConnectionFilter { public: virtual bool verifyConnection(Socket* s) = 0; virtual ~ConnectionFilter() {} }; class SocketListener { public: SocketListener(int fd); virtual ~SocketListener(); // shutdown() stops the socket from accepting further connections void shutdown(); // accept() returns a new Socket object if there is a connection // attempt in progress AND if the connection passes the filter // if one is installed. Otherwise, returns 0. Socket* accept(); virtual int getMyPort() = 0; // setFilter() applies the specified filter to all new connections void setFilter(ConnectionFilter* f) {filter = f;} int getFd() {return fd;} protected: SocketListener(); void listen(int fd); // createSocket() should create a new socket of the correct class // for the given file descriptor virtual Socket* createSocket(int fd) = 0; protected: int fd; ConnectionFilter* filter; }; struct SocketException : public rdr::SystemException { SocketException(const char* text, int err_) : rdr::SystemException(text, err_) {} }; class SocketServer { public: virtual ~SocketServer() {} // addSocket() tells the server to serve the Socket. The caller // retains ownership of the Socket - the only way for the server // to discard a Socket is by calling shutdown() on it. // outgoing is set to true if the socket was created by connecting out // to another host, or false if the socket was created by accept()ing // an incoming connection. virtual void addSocket(network::Socket* sock, bool outgoing=false) = 0; // removeSocket() tells the server to stop serving the Socket. The // caller retains ownership of the Socket - the server must NOT // delete the Socket! This call is used mainly to cause per-Socket // resources to be freed. virtual void removeSocket(network::Socket* sock) = 0; // getSockets() gets a list of sockets. This can be used to generate an // fd_set for calling select(). virtual void getSockets(std::list* sockets) = 0; // processSocketReadEvent() tells the server there is a Socket read event. // The implementation can indicate that the Socket is no longer active // by calling shutdown() on it. The caller will then call removeSocket() // soon after processSocketEvent returns, to allow any pre-Socket // resources to be tidied up. virtual void processSocketReadEvent(network::Socket* sock) = 0; // processSocketReadEvent() tells the server there is a Socket write event. // This is only necessary if the Socket has been put in non-blocking // mode and needs this callback to flush the buffer. virtual void processSocketWriteEvent(network::Socket* sock) = 0; // checkTimeouts() allows the server to check socket timeouts, etc. The // return value is the number of milliseconds to wait before // checkTimeouts() should be called again. If this number is zero then // there is no timeout and checkTimeouts() should be called the next time // an event occurs. virtual int checkTimeouts() = 0; virtual bool getDisable() {return false;}; }; } #endif // __NETWORK_SOCKET_H__