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thehub/libs/networkmanager/NetworkConnection.h

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/*
* This file is part of the Flowee project
* Copyright (C) 2016,2022-2024 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 FLOWEE_NETWORKCONNECTION_H
#define FLOWEE_NETWORKCONNECTION_H
#include "NetworkEndPoint.h"
#include <memory>
#include <functional>
#include <streaming/ConstBuffer.h>
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();
/**
* Will sever the connection, close the socket. This may have additional effects, read on:
*
* The lifetime management of a network connection has two modes, either it is an
* application-initiated outgoing connection. Or it is an incoming connection.
*
* For incoming connections 'disconnect()' is identical to shutdown().
*
* For application intitiated connections the lifetime is set by the application holding
* instances of this class: NetworkConnection, representing a underlying connection.
* While there can be many NetworkConnection instances all pointing to a single
* underlying connection, when the refcount drops to zero we will garbage collect
* the underlying connection and call shutdown().
*
* Just calling disconnect on an outgoing connection will thus allow you to call connect()
* later and all callbacks stay intact. All messages that were scheduled to be sent are
* deleted, but calling send() will initiate a re-connect.
*
* @see shutdown
*/
void disconnect();
/**
* Drops all callbacks, causing the underlying connection to be deleted.
* This will, eventually, make this object not isValid()
*/
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);
/**
* Set a login-message-creator method to this outgoing connection.
*
* Servers that use something like the ConnectionAuthorizer will want
* the first message on a new connection to be the login message, or
* the connection will be broken.
* Setting a creator here will make this connection send it on
* connect, ensuring its the first message on the socket regardless of
* what is in the message-queue.
*
* Please note that if there are multiple NetworkConnection objects for
* a single underlying connection, the last set creator will be used.
*/
void setLoginMessageCreator(const std::function<Message()> &creator);
/**
* 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);
/**
* @brief setCertificate called on encrypted, outgoing connection allows validation during handshake.
*/
void setCertificate(const Streaming::ConstBuffer &buffer);
private:
NetworkConnection(const NetworkConnection&);
NetworkConnection& operator=(NetworkConnection&);
void dummy() const;
std::weak_ptr<NetworkManagerConnection> m_parent;
int m_id;
int m_callbacksId;
};
#endif