Mercurial > projects > dreactor
view dreactor/transport/AsyncSocketConduit.d @ 2:d3374d553986
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author | rick@minifunk |
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date | Thu, 12 Jun 2008 23:12:17 -0400 |
parents | 7a315154bf5e |
children | e3dbc9208822 |
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/******************************************************************************* copyright: Copyright (c) 2004 Kris Bell. All rights reserved license: BSD style: $(LICENSE) version: Mar 2004 : Initial release version: Jan 2005 : RedShodan patch for timeout query version: Dec 2006 : Outback release author: Kris, modified by Rick Richardson (May 2008) *******************************************************************************/ module dreactor.transport.AsyncSocketConduit; private import tango.time.Time; public import tango.io.Conduit; private import tango.net.Socket; import tango.net.Socket.Address; /******************************************************************************* A wrapper around the bare Socket to implement the IConduit abstraction and add socket-specific functionality specifically for multiplexing via poll and the ilk. AsyncSocketConduit data-transfer is typically performed in conjunction with an IBuffer, but can happily be handled directly using void array where preferred *******************************************************************************/ alias IPv4Address Address; class AsyncSocketConduit : Conduit { package Socket socket_; /*********************************************************************** Create a streaming Internet Socket ***********************************************************************/ /* overriding the enum from the IConduit interface */ enum : uint { Eof = uint.max, /// the End-of-Flow identifer Err = uint.max -1 // some error ocurred, Should disconnect } this () { this (SocketType.STREAM, ProtocolType.TCP); } /*********************************************************************** Create an Internet Socket. Used by subclasses and by ServerSocket; the latter via method allocate() below ***********************************************************************/ protected this (SocketType type, ProtocolType protocol, bool create=true) { socket_ = new Socket (AddressFamily.INET, type, protocol, create); } /*********************************************************************** Return the name of this device ***********************************************************************/ override char[] toString() { return socket.toString; } /*********************************************************************** Return the socket wrapper ***********************************************************************/ Socket socket () { return socket_; } /*********************************************************************** Return a preferred size for buffering conduit I/O ***********************************************************************/ override uint bufferSize () { return 1024 * 8; } /*********************************************************************** Models a handle-oriented device. TODO: figure out how to avoid exposing this in the general case ***********************************************************************/ override Handle fileHandle () { return cast(Handle) socket_.fileHandle; } /*********************************************************************** Is this socket still alive? ***********************************************************************/ override bool isAlive () { return socket_.isAlive; } /*********************************************************************** Connect to the provided endpoint ***********************************************************************/ AsyncSocketConduit connect (Address addr) { socket_.connect (addr); return this; } /*********************************************************************** Bind the socket. This is typically used to configure a listening socket (such as a server or multicast socket). The address given should describe a local adapter, or specify the port alone (ADDR_ANY) to have the OS assign a local adapter address. ***********************************************************************/ AsyncSocketConduit bind (Address address) { socket_.bind (address); return this; } /************************************************************************** Enable the socket for listening **************************************************************************/ AsyncSocketConduit listen() { socket_.listen(); return this; } /*********************************************************************** Inform other end of a connected socket that we're no longer available. In general, this should be invoked before close() is invoked The shutdown function shuts down the connection of the socket: - stops receiving data for this socket. If further data arrives, it is rejected. - stops trying to transmit data from this socket. Also discards any data waiting to be sent. Stop looking for acknowledgement of data already sent; don't retransmit if any data is lost. ***********************************************************************/ AsyncSocketConduit shutdown () { socket_.shutdown (SocketShutdown.BOTH); return this; } /*********************************************************************** Release this AsyncSocketConduit Note that one should always disconnect a AsyncSocketConduit under normal conditions, and generally invoke shutdown on all connected sockets beforehand ***********************************************************************/ override void detach () { socket_.detach; // deallocate if this came from the free-list, // otherwise just wait for the GC to handle it if (fromList) deallocate (this); } /*********************************************************************** Read content from the socket. Returns the number of bytes read from the socket, or IConduit.Eof where there's no more content available Note that a timeout is equivalent to Eof. Isolating a timeout condition can be achieved via hadTimeout() Note also that a zero return value is not legitimate; such a value indicates Eof ***********************************************************************/ override uint read (void[] dst) { return read (dst, (void[] dst){return socket_.receive(dst);}); } /*********************************************************************** Callback routine to write the provided content to the socket. This will stall until the socket responds in some manner. Returns the number of bytes sent to the output, or IConduit.Eof if the socket cannot write. ***********************************************************************/ override uint write (void[] src) { int count = socket_.send (src); if (count == 0) count = Eof; else if (count < 0) count = Err; return count; } /*********************************************************************** Internal routine to handle socket read under a timeout. Note that this is synchronized, in order to serialize socket access ***********************************************************************/ package final uint read (void[] dst, int delegate(void[]) dg) { // invoke the actual read op int count = dg (dst); if (count == 0) return Eof; else if (count < 0) return Err; return count; } }