/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BACKENDS_NETWORKING_SDL_NET_CLIENT_H #define BACKENDS_NETWORKING_SDL_NET_CLIENT_H #include "backends/networking/sdl_net/reader.h" #include "common/str.h" namespace Common { class MemoryReadWriteStream; } typedef struct _SDLNet_SocketSet *SDLNet_SocketSet; typedef struct _TCPsocket *TCPsocket; namespace Networking { enum ClientState { INVALID, READING_HEADERS, READ_HEADERS, BAD_REQUEST, BEING_HANDLED }; class Client; #define CLIENT_BUFFER_SIZE 1 * 1024 * 1024 class ClientHandler { public: virtual ~ClientHandler() {}; virtual void handle(Client *client) = 0; }; /** * Client class represents one client's HTTP request * to the LocalWebserver. * * While in READING_HEADERS state, it's kept in LocalWebserver. * Client must read the headers and decide whether it's * READ_HEADERS (could be handled) or BAD_REQUEST (failed). * * If it's READ_HEADERS, LocalWebserver searches for a corresponding * BaseHandler. These classes use the information from headers - * like method, path, GET parameters - to build the response * for this client's request. When they do, they call setHandler() * and pass a special ClientHandler. Client becomes BEING_HANDLED. * * While in that state, LocalWebserver calls Client's handle() and * it's passed to ClientHandler. The latter does the job: it commands * Client to read or write bytes with its socket or calls * readContent() methods, so Client reads the request through Reader. */ class Client { ClientState _state; SDLNet_SocketSet _set; TCPsocket _socket; Reader _reader; ClientHandler *_handler, *_previousHandler; Common::MemoryReadWriteStream *_stream; byte *_buffer; bool readMoreIfNeeded(); public: Client(); Client(SDLNet_SocketSet set, TCPsocket socket); virtual ~Client(); void open(SDLNet_SocketSet set, TCPsocket socket); void readHeaders(); bool readContent(Common::WriteStream *stream); bool readBlockHeaders(Common::WriteStream *stream); bool readBlockContent(Common::WriteStream *stream); void setHandler(ClientHandler *handler); void handle(); void close(); ClientState state() const; Common::String headers() const; Common::String method() const; Common::String path() const; Common::String query() const; Common::String queryParameter(Common::String name) const; Common::String anchor() const; bool noMoreContent() const; /** * Return SDLNet_SocketReady(_socket). * * It's "ready" when it has something * to read (recv()). You can send() * when this is false. */ bool socketIsReady(); int recv(void *data, int maxlen); int send(void *data, int len); }; } // End of namespace Networking #endif