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125 lines
3.4 KiB
C++
125 lines
3.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BACKENDS_NETWORKING_SDL_NET_CLIENT_H
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#define BACKENDS_NETWORKING_SDL_NET_CLIENT_H
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#include "backends/networking/sdl_net/reader.h"
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#include "common/str.h"
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namespace Common {
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class MemoryReadWriteStream;
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}
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typedef struct _SDLNet_SocketSet *SDLNet_SocketSet;
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typedef struct _TCPsocket *TCPsocket;
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namespace Networking {
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enum ClientState {
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INVALID,
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READING_HEADERS,
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READ_HEADERS,
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BAD_REQUEST,
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BEING_HANDLED
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};
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class Client;
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#define CLIENT_BUFFER_SIZE 1 * 1024 * 1024
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class ClientHandler {
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public:
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virtual ~ClientHandler() {};
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virtual void handle(Client *client) = 0;
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};
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/**
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* Client class represents one client's HTTP request
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* to the LocalWebserver.
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*
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* While in READING_HEADERS state, it's kept in LocalWebserver.
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* Client must read the headers and decide whether it's
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* READ_HEADERS (could be handled) or BAD_REQUEST (failed).
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*
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* If it's READ_HEADERS, LocalWebserver searches for a corresponding
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* BaseHandler. These classes use the information from headers -
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* like method, path, GET parameters - to build the response
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* for this client's request. When they do, they call setHandler()
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* and pass a special ClientHandler. Client becomes BEING_HANDLED.
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*
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* While in that state, LocalWebserver calls Client's handle() and
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* it's passed to ClientHandler. The latter does the job: it commands
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* Client to read or write bytes with its socket or calls
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* readContent() methods, so Client reads the request through Reader.
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*/
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class Client {
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ClientState _state;
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SDLNet_SocketSet _set;
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TCPsocket _socket;
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Reader _reader;
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ClientHandler *_handler, *_previousHandler;
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Common::MemoryReadWriteStream *_stream;
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byte *_buffer;
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bool readMoreIfNeeded();
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public:
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Client();
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Client(SDLNet_SocketSet set, TCPsocket socket);
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virtual ~Client();
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void open(SDLNet_SocketSet set, TCPsocket socket);
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void readHeaders();
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bool readContent(Common::WriteStream *stream);
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bool readBlockHeaders(Common::WriteStream *stream);
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bool readBlockContent(Common::WriteStream *stream);
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void setHandler(ClientHandler *handler);
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void handle();
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void close();
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ClientState state() const;
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Common::String headers() const;
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Common::String method() const;
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Common::String path() const;
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Common::String query() const;
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Common::String queryParameter(Common::String name) const;
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Common::String anchor() const;
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bool noMoreContent() const;
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/**
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* Return SDLNet_SocketReady(_socket).
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*
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* It's "ready" when it has something
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* to read (recv()). You can send()
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* when this is false.
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*/
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bool socketIsReady();
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int recv(void *data, int maxlen);
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int send(void *data, int len);
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};
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} // End of namespace Networking
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#endif
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