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 * Copyright (C) 2001-2005 Jacek Sieka, arnetheduck on gmail point com
 * 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 2 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
 * 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

#if !defined(AFX_ConnectionManager_H__675A2F66_AFE6_4A15_8386_6B6FD579D5FF__INCLUDED_)
#define AFX_ConnectionManager_H__675A2F66_AFE6_4A15_8386_6B6FD579D5FF__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "TimerManager.h"

#include "ServerSocket.h"
#include "UserConnection.h"
#include "User.h"
#include "CriticalSection.h"
#include "Singleton.h"
#include "Util.h"

#include "ConnectionManagerListener.h"

class ConnectionQueueItem {
      typedef ConnectionQueueItem* Ptr;
      typedef vector<Ptr> List;
      typedef List::iterator Iter;
      enum State {
            CONNECTING,                         // Recently sent request to connect
            WAITING,                            // Waiting to send request to connect
            NO_DOWNLOAD_SLOTS,                  // Bot needed right now
            IDLE,                               // In the download pool
            ACTIVE                                    // In one up/downmanager

      ConnectionQueueItem(const User::Ptr& aUser, bool aDownload) : state(WAITING), connection(NULL), lastAttempt(0), download(aDownload), user(aUser) { };
      User::Ptr& getUser() { return user; };
      GETSET(State, state, State);
      GETSET(UserConnection*, connection, Connection);
      GETSET(u_int32_t, lastAttempt, LastAttempt);
      GETSET(bool, download, Download);
      ConnectionQueueItem(const ConnectionQueueItem&);
      ConnectionQueueItem& operator=(const ConnectionQueueItem&);
      User::Ptr user;
// Comparing with a user...
inline bool operator==(ConnectionQueueItem::Ptr ptr, const User::Ptr& aUser) { return ptr->getUser() == aUser; }

class ConnectionManager : public Speaker<ConnectionManagerListener>, 
      public UserConnectionListener, ServerSocketListener, TimerManagerListener, 
      public Singleton<ConnectionManager>
      void nmdcConnect(const string& aServer, short aPort, const string& aNick);
      void adcConnect(const string& aServer, short aPort, const string& aToken);
      void getDownloadConnection(const User::Ptr& aUser);
      void putDownloadConnection(UserConnection* aSource, bool reuse = false, bool ntd = false);
      void putUploadConnection(UserConnection* aSource, bool ntd);
      void removeConnection(const User::Ptr& aUser, int isDownload);
      void shutdown();  
       * Set this ConnectionManager to listen at a different port.
      void setPort(short aPort) throw(SocketException) {
            port = aPort;
      void disconnect() throw() {
      unsigned short getPort() {
            return port;

      // Ugly trick to use windows messages...
      ServerSocket& getServerSocket() {
            return socket;

      CriticalSection cs;
      short port;

      /** All ConnectionQueueItems */
      ConnectionQueueItem::List downloads;
      ConnectionQueueItem::List uploads;

      User::List pendingAdd;
      UserConnection::List pendingDelete;
      /** All active connections */
      UserConnection::List userConnections;

      ServerSocket socket;
      StringList features;
      StringList adcFeatures;

      u_int32_t floodCounter;

      bool shuttingDown;

      friend class Singleton<ConnectionManager>;

      virtual ~ConnectionManager() throw() { shutdown(); };
      UserConnection* getConnection(bool aNmdc) throw(SocketException);
      void putConnection(UserConnection* aConn);

      void addUploadConnection(UserConnection* uc);
      void addDownloadConnection(UserConnection* uc, bool sendNTD);

      ConnectionQueueItem* getCQI(const User::Ptr& aUser, bool download);
      void putCQI(ConnectionQueueItem* cqi);

      // ServerSocketListener
      virtual void on(ServerSocketListener::IncomingConnection) throw();

      // UserConnectionListener
      virtual void on(Connected, UserConnection*) throw();
      virtual void on(Failed, UserConnection*, const string&) throw();
      virtual void on(CLock, UserConnection*, const string&, const string&) throw();
      virtual void on(Key, UserConnection*, const string&) throw();
      virtual void on(Direction, UserConnection*, const string&, const string&) throw();
      virtual void on(MyNick, UserConnection*, const string&) throw();
      virtual void on(Supports, UserConnection*, const StringList&) throw();

      virtual void on(AdcCommand::SUP, UserConnection*, const AdcCommand&) throw();
      virtual void on(AdcCommand::INF, UserConnection*, const AdcCommand&) throw();
      virtual void on(AdcCommand::NTD, UserConnection*, const AdcCommand&) throw();
      virtual void on(AdcCommand::STA, UserConnection*, const AdcCommand&) throw();

      // TimerManagerListener
      virtual void on(TimerManagerListener::Second, u_int32_t aTick) throw(); 
      virtual void on(TimerManagerListener::Minute, u_int32_t aTick) throw(); 


#endif // !defined(AFX_ConnectionManager_H__675A2F66_AFE6_4A15_8386_6B6FD579D5FF__INCLUDED_)

 * @file
 * $Id: ConnectionManager.h,v 1.2 2005/08/21 14:03:43 olof Exp $

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