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/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tcp.h Basic functions to receive and send TCP packets.
*/
#ifndef NETWORK_CORE_TCP_H
#define NETWORK_CORE_TCP_H
#include "address.h"
#include "packet.h"
#include <atomic>
/** The states of sending the packets. */
enum SendPacketsState {
SPS_CLOSED, ///< The connection got closed.
SPS_NONE_SENT, ///< The buffer is still full, so no (parts of) packets could be sent.
SPS_PARTLY_SENT, ///< The packets are partly sent; there are more packets to be sent in the queue.
SPS_ALL_SENT, ///< All packets in the queue are sent.
};
/** Base socket handler for all TCP sockets */
class NetworkTCPSocketHandler : public NetworkSocketHandler {
private:
Packet *packet_queue; ///< Packets that are awaiting delivery
Packet *packet_recv; ///< Partially received packet
public:
SOCKET sock; ///< The socket currently connected to
bool writable; ///< Can we write to this socket?
/**
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
NetworkRecvStatus CloseConnection(bool error = true) override;
virtual void SendPacket(Packet *packet);
SendPacketsState SendPackets(bool closing_down = false);
virtual Packet *ReceivePacket();
bool CanSendReceive();
/**
* Whether there is something pending in the send queue.
* @return true when something is pending in the send queue.
*/
bool HasSendQueue() { return this->packet_queue != nullptr; }
NetworkTCPSocketHandler(SOCKET s = INVALID_SOCKET);
~NetworkTCPSocketHandler();
};
/**
* "Helper" class for creating TCP connections in a non-blocking manner
*/
class TCPConnecter {
private:
std::atomic<bool> connected;///< Whether we succeeded in making the connection
std::atomic<bool> aborted; ///< Whether we bailed out (i.e. connection making failed)
bool killed; ///< Whether we got killed
SOCKET sock; ///< The socket we're connecting with
void Connect();
static void ThreadEntry(TCPConnecter *param);
protected:
/** Address we're connecting to */
NetworkAddress address;
public:
TCPConnecter(const std::string &connection_string, uint16 default_port);
/** Silence the warnings */
virtual ~TCPConnecter() {}
/**
* Callback when the connection succeeded.
* @param s the socket that we opened
*/
virtual void OnConnect(SOCKET s) {}
/**
* Callback for when the connection attempt failed.
*/
virtual void OnFailure() {}
static void CheckCallbacks();
static void KillAll();
};
#endif /* NETWORK_CORE_TCP_H */
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