event/BufferedSocket: move output buffer to FullyBufferedSocket
BufferedSocket has just an input buffer, and FullyBufferedSocket adds the output buffer.
This commit is contained in:
132
src/event/FullyBufferedSocket.cxx
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132
src/event/FullyBufferedSocket.cxx
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/*
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* Copyright (C) 2003-2013 The Music Player Daemon Project
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* http://www.musicpd.org
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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 2 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 along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "config.h"
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#include "FullyBufferedSocket.hxx"
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#include "SocketError.hxx"
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#include "util/fifo_buffer.h"
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#include <assert.h>
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#include <stdint.h>
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#include <string.h>
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#ifndef WIN32
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#include <sys/types.h>
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#include <sys/socket.h>
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#endif
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FullyBufferedSocket::ssize_t
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FullyBufferedSocket::DirectWrite(const void *data, size_t length)
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{
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const auto nbytes = SocketMonitor::Write((const char *)data, length);
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if (gcc_unlikely(nbytes < 0)) {
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const auto code = GetSocketError();
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if (IsSocketErrorAgain(code))
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return 0;
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Cancel();
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if (IsSocketErrorClosed(code))
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OnSocketClosed();
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else
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OnSocketError(NewSocketError(code));
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}
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return nbytes;
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}
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bool
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FullyBufferedSocket::WriteFromBuffer()
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{
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assert(IsDefined());
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size_t length;
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const void *data = output.Read(&length);
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if (data == nullptr) {
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CancelWrite();
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return true;
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}
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auto nbytes = DirectWrite(data, length);
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if (gcc_unlikely(nbytes <= 0))
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return nbytes == 0;
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output.Consume(nbytes);
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if (output.IsEmpty())
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CancelWrite();
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return true;
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}
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bool
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FullyBufferedSocket::Write(const void *data, size_t length)
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{
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assert(IsDefined());
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#if 0
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/* TODO: disabled because this would add overhead on some callers (the ones that often), but it may be useful */
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if (output.IsEmpty()) {
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/* try to write it directly first */
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const auto nbytes = DirectWrite(data, length);
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if (gcc_likely(nbytes > 0)) {
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data = (const uint8_t *)data + nbytes;
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length -= nbytes;
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if (length == 0)
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return true;
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} else if (nbytes < 0)
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return false;
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}
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#endif
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if (!output.Append(data, length)) {
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// TODO
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OnSocketError(g_error_new_literal(g_quark_from_static_string("buffered_socket"),
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0, "Output buffer is full"));
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return false;
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}
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ScheduleWrite();
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return true;
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}
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bool
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FullyBufferedSocket::OnSocketReady(unsigned flags)
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{
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const bool was_empty = output.IsEmpty();
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if (!BufferedSocket::OnSocketReady(flags))
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return false;
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if (was_empty && !output.IsEmpty())
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/* just in case the OnSocketInput() method has added
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data to the output buffer: try to send it now
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instead of waiting for the next event loop
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iteration */
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flags |= WRITE;
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if (flags & WRITE) {
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assert(!output.IsEmpty());
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if (!WriteFromBuffer())
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return false;
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}
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return true;
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}
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