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/**
*@file
* Contains the ConnectionManager.
*@author Mike Buland
*/
#ifndef CONNECTIONMANAGER_H
#define CONNECTIONMANAGER_H
#include "multilog.h"
#include "connection.h"
#include "connectionmonitor.h"
#include <sys/types.h>
#include <list>
/** Manges incoming network connections as a server. Creates and works with
* Connection objects. All operations are performed on TCP/IP v4 right now,
* and on a single port, although any number of connections can be handled.
*@author Mike Buland
*/
class ConnectionManager
{
public:
/**
* Sets up the basics, like storage for the pool, and so on. This does not
* actually start a server, bind to a port, or create a connection pool.
* That's all handled by startServer().
*/
ConnectionManager();
/**
* Cleans up everything, and even clears out all still-connected Connection
* objects.
*/
~ConnectionManager();
/**
* Starts a server socket and binds to it, listening for new connections.
*@param nPort The port to listen on.
*@param nInitPool The size of the initial connection pool. This will
* grow automatically if necesarry.
*@returns True if the socket was bound to the port and serving was
* started. False if there was a problem connecting to the port.
*/
bool startServer( int nPort, int nInitPool );
/**
* This is identicle to the simpler startServer function except that it
* will automatically try to connect multiple times in case the first
* attempt or two doesn't work for some reason. Initially this was
* written to compensate for server sockets staying locked after they were
* closed for a while.
*@param nPort The port to listen on.
*@param nInitPool The size of the initial connection pool. This will
* grow automatically if necesarry.
*@param nNumTries The maximum number of times to try to connect.
*@param nTimeout The amount of time to wait in-between connection
* attempts.
*@returns True if the socket was bound to the port and serving was
* started. False if there was a problem connecting to the port.
*/
bool startServer( int nPort, int nInitPool, int nNumTries, int nTimeout );
/**
* Scans all open connections, halting the calling processes until data
* is received or nTimeout ms have gone by. While waiting for the timeout
* to complete the process is placed into an idle mode.
*@param nTimeout The number of millisecconds to wait if there is nothing
* to actually do.
*@param bForceTimeout If set to true, this will force the scanner to wait
* for the timout to complete before returning, even if there was pending
* data.
*/
bool scanConnections( int nTimeout, bool bForceTimeout );
/** Shutdown the server and all assosiated sockets.
*@returns True if every socket was closed without problem.
*/
bool shutdownServer();
/** Sends a message directly to every connected port.
*@param lpData A null-terminated string of data to send.
*@param nExcludeSocket An optional socket to exclude from the broadcast.
*@returns True if every socket that should have gotten the message did.
*/
bool broadcastMessage( const char *lpData, int nExcludeSocket=-1 );
/** Sets a monitor for the manager. The monitor is sent notifications
* whenever a socket is connected, disconnected, or whenever an error
* occurs.
*@param pNewMonitor A pointer to a preconstructed ConnectionMonitor
*/
void setConnectionMonitor( ConnectionMonitor *pNewMonitor );
private:
/**
* Take care of the work of actually accepting a connection. This will
* accept the connection, set the initial modes, and add it to the master
* list of active connections, as well as fire off any messages that need
* to be handled by anything else.
*@returns True if everything worked, False otherwise.
*/
bool addConnection();
/**
* Seraches the internal lists of connections for one with a specific
* socket.
*@param nSocket The socket the connection is using for communication.
* This is the unique socket and not the one that the connection was
* initially to.
*@returns NULL if no connection was found, otherwise a pointer to a live
* Connection object.
*/
Connection *findActiveConnection( int nSocket );
/**
* Searches the connection pool for an object that isn't in use yet, and
* returns it, ready to be filled in and used.
*@returns An unused connection object ready for use.
*@todo Check this code over to insure that the pool grows appropriately
* when enough extra connections are detected.
*/
Connection *getInactiveConnection();
int nMasterSocket; /**< The listening or server socket. */
fd_set fdActive; /**< The active socket set. */
fd_set fdRead; /**< The sockets ready for a read. */
fd_set fdWrite; /**< The sockets ready for a write. */
fd_set fdException; /**< The sockets that have gotten errors. */
std::list<Connection *> lInactive; /**< The pool of inactive Connections */
std::list<Connection *> lActive; /**< The pool of active Connections */
MultiLog &xLog; /**< A handle to the active multilog. */
/** The ConnectionMonitor to notify of new connections. */
ConnectionMonitor *pMonitor;
};
#endif
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