1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
/* 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;
};
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
|