/*************************************************************************** * Copyright (C) 2007 by Lothar May * * * * 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 * * 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, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ /* State of network client. */ #ifndef _CLIENTSTATE_H_ #define _CLIENTSTATE_H_ #include #include #define CLIENT_INITIAL_STATE ClientStateInit class ClientThread; class ClientCallback; class ClientState { public: virtual ~ClientState(); // Main processing function of the current state. virtual void Process(ClientThread &client, ClientCallback &gui) = 0; }; // State: Initialization. class ClientStateInit : public ClientState { public: // Access the state singleton. static ClientStateInit &Instance(); virtual ~ClientStateInit(); // Some basic initialization (socket creation, basic checks). virtual void Process(ClientThread &client, ClientCallback &gui); protected: // Protected constructor - this is a singleton. ClientStateInit(); }; // State: Resolving name. class ClientStateResolve : public ClientState { public: // Access the state singleton. static ClientStateResolve &Instance(); virtual ~ClientStateResolve(); // "Poll" for the completion of the name resolution. virtual void Process(ClientThread &client, ClientCallback &gui); protected: // Protected constructor - this is a singleton. ClientStateResolve(); }; // State: Connecting to server. class ClientStateConnect : public ClientState { public: // Access the state singleton. static ClientStateConnect &Instance(); virtual ~ClientStateConnect(); // "Poll" for the completion of the TCP/IP connect call. virtual void Process(ClientThread &client, ClientCallback &gui); protected: // Protected constructor - this is a singleton. ClientStateConnect(); }; // State: Final (TODO). class ClientStateFinal : public ClientState { public: // Access the state singleton. static ClientStateFinal &Instance(); virtual ~ClientStateFinal(); // sleep. virtual void Process(ClientThread &client, ClientCallback &gui); protected: // Protected constructor - this is a singleton. ClientStateFinal(); }; #endif