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cuberite-2a/src/OSSupport/NetworkSingleton.h

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// NetworkSingleton.h
// Declares the cNetworkSingleton class representing the storage for global data pertaining to network API
// such as a list of all connections, all listening sockets and the LibEvent dispatch thread.
// This is an internal header, no-one outside OSSupport should need to include it; use Network.h instead;
// the only exception being the main app entrypoint that needs to call Terminate before quitting.
#pragma once
#include <event2/event.h>
#include "NetworkLookup.h"
#include "CriticalSection.h"
#include "Event.h"
// fwd:
struct event_base;
class cTCPLink;
typedef std::shared_ptr<cTCPLink> cTCPLinkPtr;
typedef std::vector<cTCPLinkPtr> cTCPLinkPtrs;
class cServerHandle;
typedef std::shared_ptr<cServerHandle> cServerHandlePtr;
typedef std::vector<cServerHandlePtr> cServerHandlePtrs;
class cNetworkSingleton
{
public:
cNetworkSingleton();
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~cNetworkSingleton() noexcept(false);
/** Returns the singleton instance of this class */
static cNetworkSingleton & Get(void);
/** Initialises all network-related threads.
To be called on first run or after app restart. */
void Initialise(void);
/** Terminates all network-related threads.
To be used only on app shutdown or restart.
MSVC runtime requires that the LibEvent networking be shut down before the main() function is exitted; this is the way to do it. */
void Terminate(void);
/** Returns the main LibEvent handle for event registering. */
event_base * GetEventBase(void) { return m_EventBase; }
/** Returns the thread used to perform hostname and IP lookups */
cNetworkLookup & GetLookupThread() { return m_LookupThread; }
/** Adds the specified link to m_Connections.
Used by the underlying link implementation when a new link is created. */
void AddLink(const cTCPLinkPtr & a_Link);
/** Removes the specified link from m_Connections.
Used by the underlying link implementation when the link is closed / errored. */
void RemoveLink(const cTCPLink * a_Link);
/** Adds the specified link to m_Servers.
Used by the underlying server handle implementation when a new listening server is created.
Only servers that succeed in listening are added. */
void AddServer(const cServerHandlePtr & a_Server);
/** Removes the specified server from m_Servers.
Used by the underlying server handle implementation when the server is closed. */
void RemoveServer(const cServerHandle * a_Server);
protected:
/** The main LibEvent container for driving the event loop. */
event_base * m_EventBase;
/** Container for all client connections, including ones with pending-connect. */
cTCPLinkPtrs m_Connections;
/** Container for all servers that are currently active. */
cServerHandlePtrs m_Servers;
/** Mutex protecting all containers against multithreaded access. */
cCriticalSection m_CS;
/** Set to true if Terminate has been called. */
std::atomic<bool> m_HasTerminated;
/** The thread in which the main LibEvent loop runs. */
std::thread m_EventLoopThread;
/** Event that is signalled once the startup is finished and the LibEvent loop is running. */
cEvent m_StartupEvent;
/** The thread on which hostname and ip address lookup is performed. */
cNetworkLookup m_LookupThread;
/** Converts LibEvent-generated log events into log messages in MCS log. */
static void LogCallback(int a_Severity, const char * a_Msg);
/** Implements the thread that runs LibEvent's event dispatcher loop. */
static void RunEventLoop(cNetworkSingleton * a_Self);
/** Callback called by LibEvent when the event loop is started. */
static void SignalizeStartup(evutil_socket_t a_Socket, short a_Events, void * a_Self);
};