mirror of
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363 lines
20 KiB
C++
363 lines
20 KiB
C++
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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// % Project : GUSI - Grand Unified Socket Interface
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// % File : GUSISocket.nw - The socket class
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// % Author : Matthias Neeracher
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// % Language : C++
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// %
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// % $Log: GUSISocket.h,v $
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// % Revision 1.1 2001/03/11 22:38:15 sgehani%netscape.com
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// % First Checked In.
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// %
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// % Revision 1.18 2000/10/16 04:34:23 neeri
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// % Releasing 2.1.2
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// %
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// % Revision 1.17 2000/05/23 07:19:34 neeri
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// % Improve formatting, add close queue
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// %
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// % Revision 1.16 2000/03/15 07:20:53 neeri
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// % Add GUSISocket::AddContextInScope
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// %
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// % Revision 1.15 1999/10/15 02:48:51 neeri
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// % Make disconnects orderly
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// %
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// % Revision 1.14 1999/09/26 03:59:26 neeri
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// % Releasing 2.0fc1
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// %
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// % Revision 1.13 1999/08/26 05:45:09 neeri
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// % Fixes for literate edition of source code
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// %
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// % Revision 1.12 1999/06/08 04:31:31 neeri
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// % Getting ready for 2.0b2
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// %
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// % Revision 1.11 1999/05/29 06:26:45 neeri
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// % Fixed header guards
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// %
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// % Revision 1.10 1999/04/29 05:33:18 neeri
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// % Fix fcntl prototype
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// %
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// % Revision 1.9 1999/03/17 09:05:13 neeri
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// % Added GUSITimer, expanded docs
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// %
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// % Revision 1.8 1998/11/22 23:07:01 neeri
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// % Releasing 2.0a4 in a hurry
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// %
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// % Revision 1.7 1998/10/11 16:45:23 neeri
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// % Ready to release 2.0a2
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// %
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// % Revision 1.6 1998/08/01 21:29:53 neeri
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// % Use context queues
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// %
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// % Revision 1.5 1998/01/25 20:53:58 neeri
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// % Engine implemented, except for signals & scheduling
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// %
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// % Revision 1.4 1997/11/13 21:12:12 neeri
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// % Fall 1997
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// %
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// % Revision 1.3 1996/11/24 13:00:28 neeri
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// % Fix comment leaders
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// %
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// % Revision 1.2 1996/11/24 12:52:09 neeri
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// % Added GUSIPipeSockets
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// %
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// % Revision 1.1.1.1 1996/11/03 02:43:32 neeri
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// % Imported into CVS
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// %
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// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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//
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// \chapter{The GUSI Socket Class}
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//
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// GUSI is constructed around the [[GUSISocket]] class. This class is
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// mostly an abstract superclass, but all virtual procedures are implemented
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// to return sensible error codes.
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//
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// <GUSISocket.h>=
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#ifndef _GUSISocket_
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#define _GUSISocket_
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#ifdef GUSI_SOURCE
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#include "GUSIBasics.h"
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#include "GUSIContext.h"
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#include "GUSIContextQueue.h"
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#include "GUSIBuffer.h"
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <stdarg.h>
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#include <ConditionalMacros.h>
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#include <LowMem.h>
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#if PRAGMA_STRUCT_ALIGN
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#pragma options align=native
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#endif
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// \section{Definition of [[GUSISocket]]}
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//
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// [[GUSISocket]] consists of a few maintenance functions and the socket operations.
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// Each operation consists to a POSIX/BSD function with the file descriptor operand
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// left out.
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//
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// <Definition of class [[GUSISocket]]>=
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class GUSISocket {
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// Since a single [[GUSISocket]] may (through [[dup]]) be installed multiply
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// in a descriptor table or even in multiple descriptor tables, [[GUSISocket]]s
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// are not destroyed directly, but by manipulating a reference count. As soon
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// as the reference count hits zero, the destructor (which, of course, should
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// probably be overridden) is called.
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//
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// Since destructors cannot call virtual functions, we call [[close]] which
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// eventually calls the destructor. Some socket types can take quite long to close
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// under unfavorable circumstances. To speed up the process, we have the option of
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// queueing the socket up and regularly having [[Close]] called on it.
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//
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// <Reference counting for [[GUSISocket]]>=
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public:
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void AddReference();
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void RemoveReference();
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virtual void close();
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void CheckClose(UInt32 now = LMGetTicks());
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protected:
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GUSISocket();
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virtual ~GUSISocket();
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virtual bool Close(UInt32 now = LMGetTicks());
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private:
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u_long fRefCount;
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// [[GUSIContext]]s are defined in {\tt GUSIBasics}. A context references all
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// information you need in a completion procedure: The contents of [[A5]],
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// the process ID, and thread information. [[Wakeup]] wakes up the threads
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// and/or processes associated with the socket and is guaranteed to work even
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// at interrupt level. [[AddContext]] adds another context. [[RemoveContext]]
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// indicates that this context no longer should be woken up when something happens.
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// To keep a context added inside a scope, declare an automatic object of class
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// [[AddContextInScope]].
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//
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// <Context links for [[GUSISocket]]>=
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public:
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void Wakeup();
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void AddContext(GUSIContext * context = nil);
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void RemoveContext(GUSIContext * context = nil);
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class AddContextInScope {
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public:
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AddContextInScope(GUSISocket * sock, GUSIContext * context = nil)
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: fSocket(sock), fContext(context)
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{ fSocket->AddContext(fContext); }
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~AddContextInScope() { fSocket->RemoveContext(fContext); }
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private:
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GUSISocket * fSocket;
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GUSIContext * fContext;
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};
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private:
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GUSIContextQueue fContexts;
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// There may be various reasons to keep sockets in queue. Currently the
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// only reason is to queue up dying sockets.
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//
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// <Queue management for [[GUSISocket]]>=
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public:
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void Enqueue(GUSISocket ** queue);
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void Dequeue();
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private:
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GUSISocket ** fQueue;
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GUSISocket * fNextSocket;
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GUSISocket * fPrevSocket;
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// Both read and write calls on sockets come in five different variants:
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//
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// \begin{enumerate}
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// \item [[read]] and [[write]]
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// \item [[recv]] and [[send]]
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// \item [[readv]] and [[writev]]
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// \item [[recvfrom]] and [[sendto]]
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// \item [[recvmsg]] and [[sendmsg]]
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// \end{enumerate}
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//
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// GUSI initially maps variants 3 and 5 of these calls to the [[recvmsg]] and
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// [[sendmsg]] member functions, variants 2 and 4 to the [[recvfrom]] and
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// [[sendto]] member functions, and variant 1 to the [[read]] and
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// [[write]] member functions.
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//
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// The simpler member functions can always be translated into the complex member
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// functions, and under some circumstances, the opposite is also possible.
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// To avoid translation loops, the translation routines (i.e., the default
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// implementation of [[GUSISocket::read]] and [[GUSISocket::recvmsg]]
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// check for the availablility of the other function by calling [[Supports]].
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// This member function must be overridden for any reasonable socket class.
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//
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// <Configuration options for [[GUSISocket]]>=
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protected:
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enum ConfigOption {
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kSimpleCalls, // [[read]], [[write]]
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kSocketCalls, // [[recvfrom]], [[sendto]]
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kMsgCalls // [[recvmsg]], [[sendmsg]]
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};
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virtual bool Supports(ConfigOption config);
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public:
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// Most sockets have names, which to [[GUSISocket]] are just opaque blocks of
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// memory. A name for a socket is established (before the socket is actually
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// used, of course) through [[bind]]. The name may be queried with
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// [[getsockname]] and once the socket is connected, the name of the peer
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// endpoint may be queried with [[getpeername]].
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//
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// <Socket name management for [[GUSISocket]]>=
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virtual int bind(void * name, socklen_t namelen);
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virtual int getsockname(void * name, socklen_t * namelen);
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virtual int getpeername(void * name, socklen_t * namelen);
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// Sockets follow either a virtual circuit model where all data is exchanged
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// with the same peer throughout the lifetime of the connection, or a datagram
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// model where potentially every message is exchanged with a different peer.
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//
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// The vast majority of protocols follow the virtual circuit model. The server
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// end, typically after calling [[bind]] to attach the socket to a well known
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// address, calls [[listen]] to establish its willingness to accept connections.
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// [[listen]] takes a queue length parameter, which however is ignored for many
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// types of sockets.
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//
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// Incoming connections are then accepted by calling [[accept]]. When [[accept]]
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// is successful, it always returns a new [[GUSISocket]], while the original socket
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// remains available for further connections. To avoid blocking on [[accept]], you may poll for connections with an
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// [[accept()] call in nonblocking mode or query the result of [[select]] whether
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// the socket is ready for reading.
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//
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// The client end in the virtual circuit model connects itself to the well known
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// address by calling [[connect]]. To avoid blocking on [[connect]], you may
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// call it in nonblocking mode and then query the result of [[select]] whether
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// the socket is ready for writing.
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//
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// In the datagram model, you don't need to establish connections. You may call
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// [[connect]] anyway to temporarily establish a virtual circuit.
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//
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// <Connection establishment for [[GUSISocket]]>=
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virtual int listen(int qlen);
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virtual GUSISocket * accept(void * address, socklen_t * addrlen);
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virtual int connect(void * address, socklen_t addrlen);
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// As mentioned before, there are three variants each for reading and writing.
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// The socket variants provide a means to pass a peer address for the datagram
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// model, while the msg variants also provides fields for passing access rights,
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// which is, however not currently supported in GUSI. As syntactic sugar, the more
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// traditional flavors with [[buffer]]/[[length]] buffers are also supported.
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//
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// <Sending and receiving data for [[GUSISocket]]>=
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virtual ssize_t read(const GUSIScatterer & buffer);
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virtual ssize_t write(const GUSIGatherer & buffer);
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virtual ssize_t recvfrom(
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const GUSIScatterer & buffer, int flags, void * from, socklen_t * fromlen);
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virtual ssize_t sendto(
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const GUSIGatherer & buffer, int flags, const void * to, socklen_t tolen);
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virtual ssize_t recvmsg(msghdr * msg, int flags);
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virtual ssize_t sendmsg(const msghdr * msg, int flags);
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ssize_t read(void * buffer, size_t length);
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ssize_t write(const void * buffer, size_t length);
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ssize_t recvfrom(
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void * buffer, size_t length, int flags, void * from, socklen_t * fromlen);
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ssize_t sendto(
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const void * buffer, size_t length, int flags, const void * to, socklen_t tolen);
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// A multitude of parameters can be manipulated for a [[GUSISocket]] through
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// the socket oriented calls [[getsockopt]], [[setsockopt]], the file oriented
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// call [[fcntl]], and the device oriented call [[ioctl]].
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//
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// [[isatty]] returns whether the socket should be considered an interactive
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// console.
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//
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// <Maintaining properties for [[GUSISocket]]>=
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virtual int getsockopt(int level, int optname, void *optval, socklen_t * optlen);
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virtual int setsockopt(int level, int optname, void *optval, socklen_t optlen);
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virtual int fcntl(int cmd, va_list arg);
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virtual int ioctl(unsigned int request, va_list arg);
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virtual int isatty();
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// Three of the operations make sense primarily for files, and most other socket
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// types accept the default implementations. [[fstat]] returns information about
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// an open file, [[lseek]] repositions the read/write pointer, and [[ftruncate]]
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// cuts off an open file at a certain point.
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//
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// <File oriented operations for [[GUSISocket]]>=
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virtual int fstat(struct stat * buf);
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virtual off_t lseek(off_t offset, int whence);
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virtual int ftruncate(off_t offset);
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// [[select]] polls or waits for one of a group of [[GUSISocket]] to become
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// ready for reading, writing, or for an exceptional condition to occur.
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// First, [[pre_select]] is called once for all [[GUSISocket]]s in the group.
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// It returns [[true]] is the socket will wake up as soon as one of the events
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// occurs and [[false]] if GUSI needs to poll.
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// Next, [[select]] is called for all [[GUSISocket]]s once or multiple times,
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// until a condition becomes true or the call times out. Finally, [[post_select]]
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// is called for all members of the group.
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//
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// <Multiplexing for [[GUSISocket]]>=
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virtual bool pre_select(bool wantRead, bool wantWrite, bool wantExcept);
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virtual bool select(bool * canRead, bool * canWrite, bool * exception);
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virtual void post_select(bool wantRead, bool wantWrite, bool wantExcept);
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// A socket connection is usually full duplex. By calling [[shutdown(1)]], you
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// indicate that you won't write any more data on this socket. The values 0 (no
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// more reads) and 2 (no more read/write) are used less frequently.
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//
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// <Miscellaneous operations for [[GUSISocket]]>=
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virtual int shutdown(int how);
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// Some socket types do not write out data immediately. Calling [[fsync]] guarantees
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// that all data is written.
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//
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// <Miscellaneous operations for [[GUSISocket]]>=
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virtual int fsync();
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};
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#if PRAGMA_STRUCT_ALIGN
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#pragma options align=reset
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#endif
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// \section{Implementation of [[GUSISocket]]}
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//
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// \subsection{General socket management}
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//
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//
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// <Inline member functions for class [[GUSISocket]]>=
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inline void GUSISocket::AddReference()
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{
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++fRefCount;
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}
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inline void GUSISocket::RemoveReference()
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{
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if (!--fRefCount)
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close();
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}
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// \subsection{Context management}
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//
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//
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// <Inline member functions for class [[GUSISocket]]>=
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inline void GUSISocket::Wakeup()
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{
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fContexts.Wakeup();
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}
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// The traditional flavors of the I/O calls are translated to the scatterer/gatherer
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// variants.
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//
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// <Inline member functions for class [[GUSISocket]]>=
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inline ssize_t GUSISocket::read(void * buffer, size_t length)
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{
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return read(GUSIScatterer(buffer, length));
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}
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inline ssize_t GUSISocket::write(const void * buffer, size_t length)
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{
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return write(GUSIGatherer(buffer, length));
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}
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inline ssize_t GUSISocket::recvfrom(
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void * buffer, size_t length, int flags, void * from, socklen_t * fromlen)
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{
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return recvfrom(GUSIScatterer(buffer, length), flags, from, fromlen);
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}
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inline ssize_t GUSISocket::sendto(
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const void * buffer, size_t length, int flags, const void * to, socklen_t tolen)
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{
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return sendto(GUSIGatherer(buffer, length), flags, to, tolen);
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}
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#endif /* GUSI_SOURCE */
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#endif /* _GUSISocket_ */
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