Started to implement server state engine.
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include <net/serverrecvthread.h>
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#include <net/serverexception.h>
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#include <net/serverrecvstate.h>
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#include <net/senderthread.h>
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#include <net/sendercallback.h>
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#include <net/receiverhelper.h>
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#include <net/socket_msg.h>
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class ServerSenderCallback : public SenderCallback
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{
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public:
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ServerSenderCallback(ServerRecvThread &server) : m_server(server) {}
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virtual ~ServerSenderCallback() {}
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virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
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{
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// TODO
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}
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private:
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ServerRecvThread &m_server;
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};
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ServerRecvThread::ServerRecvThread()
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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}
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ServerRecvThread::~ServerRecvThread()
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{
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}
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void
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ServerRecvThread::AddConnection(boost::shared_ptr<ConnectData> data)
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{
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boost::mutex::scoped_lock lock(m_connectQueueMutex);
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m_connectQueue.push_back(data);
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}
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void
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ServerRecvThread::Main()
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{
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SetState(SERVER_INITIAL_STATE::Instance());
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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GetSender().Run();
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try
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{
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while (!ShouldTerminate())
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{
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{
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boost::shared_ptr<ConnectData> tmpData;
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{
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boost::mutex::scoped_lock lock(m_connectQueueMutex);
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if (!m_connectQueue.empty())
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{
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tmpData = m_connectQueue.front();
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m_connectQueue.pop_front();
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}
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}
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if (tmpData.get())
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GetState().HandleNewConnection(*this, tmpData);
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}
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GetState().Process(*this);
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}
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} catch (const NetException &)
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{
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// TODO
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}
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GetSender().SignalTermination();
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
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}
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ServerRecvState &
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ServerRecvThread::GetState()
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{
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assert(m_curState);
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return *m_curState;
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}
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void
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ServerRecvThread::SetState(ServerRecvState &newState)
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{
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m_curState = &newState;
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}
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SenderThread &
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ServerRecvThread::GetSender()
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{
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assert(m_sender.get());
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return *m_sender;
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}
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ReceiverHelper &
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ServerRecvThread::GetReceiver()
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{
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assert(m_receiver.get());
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return *m_receiver;
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}
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ServerSenderCallback &
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ServerRecvThread::GetSenderCallback()
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{
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assert(m_senderCallback.get());
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return *m_senderCallback;
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}
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