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- //
- // Copyright (c) 2008-2020 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "../../Container/List.h"
- #include "../../Core/Mutex.h"
- #include "../../Core/Object.h"
- #include "WSConnection.h"
- #include "WSHandler.h"
- namespace Urho3D {
- class Network;
- class WorkItem;
- /// Server state
- enum WSServerState {
- WSS_STOPPED,
- WSS_RUNNING
- };
- /// Websocket server handler
- class WSServer: public WSHandler, public Object {
- URHO3D_OBJECT(WSServer, Object);
- public:
- /// Construct.
- explicit WSServer(Context* context);
- /// Destruct.
- ~WSServer();
- /// Start whe Websockets server
- int StartServer(unsigned short port, unsigned int maxConnections);
- /// Stop the Websockets server
- void StopServer();
- /// Run the update loop to send/fetch all the buffered messages
- void Update(float timestep);
- /// New client connection to the server established, add it to the queue
- void AddPendingConnection(lws* ws);
- /// Client connection lost, add it to the queue
- void AddClosedConnection(lws* ws);
- /// Mark client for disconnection
- void MarkForDisconnect(const WSConnection& ws);
- /// Check if connection should be closed
- bool IsMarkedForDisconnect(lws* ws);
- /// Remove close connection
- void RemoveDisconnected(lws* ws);
- /// Set the server state
- void SetState(WSServerState state);
- /// Get maximum number of connections allowed
- unsigned short GetMaxConnections() { return maxConnections_; };
- private:
- /// Handle work item finished event
- void HandleWorkItemFinished(StringHash eventType, VariantMap& eventData);
- /// Work item which runs the WS service loop
- SharedPtr<WorkItem> serviceWorkItem_;
- /// Pending connections queue that should be processed inside the engine
- List<WSConnection> pendingConnections_;
- /// Connections that should be closed in the next service loop
- List<WSConnection> pendingDisconnects_;
- /// Close connections queue that should be cleared up from the engine
- List<WSConnection> closedConnections;
- /// Current state of the server
- WSServerState currentState_;
- /// Next state of the server that will be handled in the next update loop
- WSServerState nextState_;
- /// Max allowed connections to the server
- unsigned int maxConnections_;
- };
- }
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