204 lines
7.6 KiB
C++
204 lines
7.6 KiB
C++
/*
|
|
* This file is part of the Flowee project
|
|
* Copyright (C) 2016,2021 Tom Zander <tom@flowee.org>
|
|
*
|
|
* This program 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 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program 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 program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
#ifndef NETWORKCONNECTION_H
|
|
#define NETWORKCONNECTION_H
|
|
|
|
#include "NetworkEndPoint.h"
|
|
|
|
#include <memory>
|
|
#include <functional>
|
|
|
|
class NetworkManager;
|
|
class NetworkManagerConnection;
|
|
class Message;
|
|
|
|
/**
|
|
* An instance gives access to a client-server connection.
|
|
* The NetworkManager has getters to create NetworkConnection instances, once
|
|
* one is successfully created you can use it like a remote server that you can
|
|
* post messages to, get messages from (using setOnIncomingMessage()) and it will
|
|
* automatically reconnect and resend messages on failures.
|
|
*
|
|
* The NetworkConnection is a very light-weight class for
|
|
* easy access to a certain connection. It is used as a value-class and as such it has
|
|
* an isValid() method to allow checking if the connection it represents still exists.
|
|
* For instance when the NetworkManager that owns all the connections is deleted, this
|
|
* will return false.
|
|
*
|
|
* Callbacks are registered with one instance of a NetworkConnection, and when that
|
|
* instance goes out of scope the callbacks will be destructed as well.
|
|
* Simplest usage is thus something like this;
|
|
* @code
|
|
class MyServiceHandler
|
|
{
|
|
public:
|
|
MyServiceHandler(NetworkConnection && connection)
|
|
: m_connection(std::move(connection))
|
|
{
|
|
m_connection.setOnConnected(std::bind(&MyServiceHandler::onConnected, this));
|
|
m_connection.setOnDisconnected(std::bind(&MyServiceHandler::onDisconnected, this));
|
|
m_connection.setOnIncomingMessage(std::bind(&MyServiceHandler::onIncomingMessage, this, std::placeholders::_1));
|
|
}
|
|
|
|
~MyServiceHandler() {
|
|
m_connection.shutdown();
|
|
}
|
|
|
|
private:
|
|
void onConnected();
|
|
void onDisconnected();
|
|
void onIncomingMessage(const Message &message);
|
|
|
|
private:
|
|
NetworkConnection m_connection;
|
|
};
|
|
@endcode
|
|
*/
|
|
class NetworkConnection
|
|
{
|
|
public:
|
|
/// create an invalid default connection object.
|
|
NetworkConnection();
|
|
/**
|
|
* Create a NetworkConnection representing a certain connection-id.
|
|
* This constructor can be used to create a connection from a Message by using
|
|
* the Message::remote member as the \a id.
|
|
*/
|
|
NetworkConnection(NetworkManager *parent, int id);
|
|
/// called by the NetworkManager
|
|
NetworkConnection(std::shared_ptr<NetworkManagerConnection> &parent, int id);
|
|
NetworkConnection(NetworkConnection && other);
|
|
~NetworkConnection();
|
|
|
|
/// returns true if we have an actual socket connection to the remote()
|
|
bool isConnected() const;
|
|
/// initiates a (re)connect
|
|
void connect();
|
|
void disconnect();
|
|
void shutdown();
|
|
/// Return the current remote we are connected to, or an empty one if we are not connected
|
|
EndPoint endPoint() const;
|
|
|
|
inline int connectionId() const {
|
|
return m_id;
|
|
}
|
|
|
|
enum AcceptLimit {
|
|
AcceptConnection,
|
|
AcceptForLogin
|
|
};
|
|
|
|
/// accepts an incoming connection
|
|
void accept(AcceptLimit cl = AcceptConnection);
|
|
|
|
enum MessagePriority {
|
|
NormalPriority,
|
|
HighPriority
|
|
};
|
|
|
|
/// send a message, automatically connecting if needed.
|
|
/// Throws NetworkException in case message was malformed
|
|
/// Throws NetworkQueueFullError in case there is no space
|
|
void send(const Message &message, MessagePriority priority = NormalPriority);
|
|
|
|
/// return true if this object can be operated on and represents a real connection
|
|
bool isValid() const;
|
|
|
|
/**
|
|
* Clears the networkconnection and all related callbacks.
|
|
* isValid() will return false after this is called.
|
|
*/
|
|
void clear();
|
|
|
|
NetworkConnection& operator=(NetworkConnection && other);
|
|
|
|
/**
|
|
* Sets a callback to be called every time we (re)connect at the socket level.
|
|
* Notice that callbacks are owned by the connection object, the callback will be
|
|
* garbage collected when the instance of the NetworkConnection goes out of scope.
|
|
* You can have only one callback per NetworkConnection instance, but you can have
|
|
* many instances representing the same physical connection.
|
|
*/
|
|
void setOnConnected(const std::function<void(const EndPoint&)> &callback);
|
|
|
|
/**
|
|
* Sets a callback to be called every time we have a disconnect.
|
|
* Notice that callbacks are owned by the connection object, the callback will be
|
|
* garbage collected when the instance of the NetworkConnection goes out of scope.
|
|
* You can have only one callback per NetworkConnection instance, but you can have
|
|
* many instances representing the same physical connection.
|
|
*/
|
|
void setOnDisconnected(const std::function<void(const EndPoint&)> &callback);
|
|
|
|
/**
|
|
* Sets a callback for incoming messages, one message per call.
|
|
* Notice that callbacks are owned by the connection object, the callback will be
|
|
* garbage collected when the instance of the NetworkConnection goes out of scope.
|
|
* You can have only one callback per NetworkConnection instance, but you can have
|
|
* many instances representing the same physical connection.
|
|
*/
|
|
void setOnIncomingMessage(const std::function<void(const Message&)> &callback);
|
|
|
|
/**
|
|
* Sets a callback for errors on the connection.
|
|
* The callback takes two arguments, an int and a boost::system::error_code.
|
|
* The int is the connectionId() this error happened on, and the errorcode is
|
|
* what we get from boost::asio.
|
|
*/
|
|
void setOnError(const std::function<void(int,const boost::system::error_code&)> &callback);
|
|
|
|
/**
|
|
* Punish a node that misbehaves (for instance if it breaks your protocol).
|
|
* A node that gathers a total of 1000 points is banned for 24 hours,
|
|
* every hour 100 points are subtracted from a each node's punishment-score.
|
|
*/
|
|
void punishPeer(int punishment);
|
|
|
|
/**
|
|
* Posts a task on the underlying strand for it to be executed serially.
|
|
*/
|
|
void postOnStrand(const std::function<void()> &task);
|
|
|
|
/**
|
|
* @brief setMessageHeaderLegacy marks this peer to return legacy-p2p style messages.
|
|
* Envelope handling will happen using a different algo.
|
|
* @param on Set to true when using to connect to the p2p network.
|
|
*/
|
|
void setMessageHeaderLegacy(bool on);
|
|
|
|
/**
|
|
* @brief setMessageQueueSize allows a pre-connect configuration of how many buffers this connection should have.
|
|
* @param main the amount of messages we queue. The variable should be positive and fit in a `short` integer.
|
|
* @param priority the amount of priority-messages we queue. The variable should be >= 3 and fit in a `short` integer.
|
|
*
|
|
* Notice that this should be called before connect() or send() to be honored.
|
|
*/
|
|
void setMessageQueueSizes(int main, int priority);
|
|
|
|
private:
|
|
NetworkConnection(const NetworkConnection&);
|
|
NetworkConnection& operator=(NetworkConnection&);
|
|
void dummy() const;
|
|
|
|
std::weak_ptr<NetworkManagerConnection> m_parent;
|
|
int m_id;
|
|
int m_callbacksId;
|
|
};
|
|
|
|
#endif
|