mirror of
https://github.com/worldforge/cyphesis
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88 lines
3.5 KiB
C++
88 lines
3.5 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2004 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id$
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#ifndef COMMON_COMM_SOCKET_H
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#define COMMON_COMM_SOCKET_H
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class CommServer;
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/// \brief Base class for all classes for handling socket communication.
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/// \ingroup ServerSockets
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class CommSocket {
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protected:
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explicit CommSocket(CommServer & svr);
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CommSocket(const CommSocket &) = delete;
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CommSocket & operator=(const CommSocket &) = delete;
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public:
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/// Reference to the object that manages all socket communication.
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CommServer & m_commServer;
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/// \brief Destructor.
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virtual ~CommSocket();
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/// \brief Get the socket file descriptor.
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///
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/// Used to determine if this socket required attention using select().
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virtual int getFd() const = 0;
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/// \brief Determine whether this socket is open.
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/// @return true if the socket conneciton is open, false otherwise.
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virtual bool isOpen() const = 0;
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/// \brief Determine whether this socket has hung up.
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/// @return true if the socket conneciton has hung up, false otherwise.
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virtual bool eof() = 0;
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/// \brief Read data from the socket.
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///
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/// Called when select has determined that this socket requires attention.
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/// This function should read data from the socket and do any initial
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/// processing required, but must not write to the socket. Writing to
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/// to the socket during this function could result in a timeout
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/// which could result in the server locking up. An processing of the
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/// incoming date which might result in a write to the socket must
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/// be performed in the dispatch() memeber function.
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/// @return true if some exceptional circumstance occured meaning this
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/// socket is no longer usable, false otherwise.
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virtual int read() = 0;
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/// \brief Post process data read from the socket.
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///
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/// Called after read(), this function should perform post any processing
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/// or dispatch on data that has been read which might result in
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/// writing to the client. A typical example is an Atlas operation
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/// from the client which might have a reply. The Atlas decode is performed
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/// in read(), but the dispatch is delayed until dispatch(). It is
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/// important to use this function correctly, as allowing interaction with
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/// the socket during the read() call can cause the socket to change state
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/// while the data is still being read. This can a cause hangs or
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/// unpredictable behavior especially in the Atlas::Codec code.
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virtual void dispatch() = 0;
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/// \brief Disconnect cleanly
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///
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/// Politely inform the far end that we are done. This is normally done
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/// by shutting down the TCP connection
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virtual void disconnect() = 0;
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/// \brief Flush the socket
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virtual int flush() = 0;
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};
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#endif // COMMON_COMM_SOCKET_H
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