/*************************************************************************** * 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 ResolverThread; class ClientState { public: virtual ~ClientState(); // Main processing function of the current state. virtual int Process(ClientThread &client) = 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 int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateInit(); }; // State: Starting name resolution. class ClientStateStartResolve : public ClientState { public: // Access the state singleton. static ClientStateStartResolve &Instance(); virtual ~ClientStateStartResolve(); // Initiate the name resolution. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartResolve(); }; // State: Name resolution. class ClientStateResolving : public ClientState { public: // Access the state singleton. static ClientStateResolving &Instance(); virtual ~ClientStateResolving(); void SetResolver(ResolverThread *resolver); // Poll for the completion of the name resolution. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateResolving(); void Cleanup(); private: ResolverThread *m_resolver; }; // State: Initiate server connection. class ClientStateStartConnect : public ClientState { public: // Access the state singleton. static ClientStateStartConnect &Instance(); virtual ~ClientStateStartConnect(); // Call connect. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartConnect(); }; // State: Connecting to server. class ClientStateConnecting : public ClientState { public: // Access the state singleton. static ClientStateConnecting &Instance(); virtual ~ClientStateConnecting(); // "Poll" for the completion of the TCP/IP connect call. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateConnecting(); }; // State: Session init. class ClientStateStartSession : public ClientState { public: // Access the state singleton. static ClientStateStartSession &Instance(); virtual ~ClientStateStartSession(); // sleep. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartSession(); }; // State: Wait for Session ACK. class ClientStateWaitSession : public ClientState { public: // Access the state singleton. static ClientStateWaitSession &Instance(); virtual ~ClientStateWaitSession(); // sleep. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateWaitSession(); }; // State: Final (TODO). class ClientStateFinal : public ClientState { public: // Access the state singleton. static ClientStateFinal &Instance(); virtual ~ClientStateFinal(); // sleep. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateFinal(); }; #endif