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Server.hpp
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Server.hpp
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#pragma once
#ifndef SERVER_HPP
#define SERVER_HPP
#include "Shared.hpp"
#include "ThreadPool.hpp"
#include "Sockets.hpp"
namespace SocketTCP
{
namespace Server
{
struct KeepAliveConfig
{
KaPropertyType idle = 120;
KaPropertyType intvl = 3;
KaPropertyType cnt = 5;
};
struct Server
{
struct Client;
using HandlerFunctionType = std::function<void(DataBuffer, Client&)>;
using ConnectionHandlerFunctionType = std::function<void(Client&)>;
using ClientIterator = std::list<std::unique_ptr<Client>>::iterator;
static constexpr auto default_data_handler_ = [](DataBuffer, Client&) {};
static constexpr auto default_connection_handler_ = [](Client&) {};
enum class Status : u8
{
kUp,
kErrSocketInit,
kErrSocketBind,
kErrSocketListening,
kClose
};
private:
Socket socket_;
u16 port_;
u32 ip_address_;
Status status_ = Status::kClose;
HandlerFunctionType handler = default_data_handler_;
ConnectionHandlerFunctionType connect_handler_ = default_connection_handler_;
ConnectionHandlerFunctionType disconnect_handler_ = default_connection_handler_;
bool halts_ = false;
ThreadPool::ThreadPool thread;
KeepAliveConfig ka_config;
std::list<std::unique_ptr<Client>> clients_;
mutex client_work_mutex_;
u32 timeout_;
public:
Server(const i32 ip_address_, const u16 port_,
KeepAliveConfig conf = {},
HandlerFunctionType handler = default_data_handler_,
ConnectionHandlerFunctionType connect_handler_ = default_connection_handler_,
ConnectionHandlerFunctionType disconnect_handler_ = default_connection_handler_,
u64 thread_count = std::thread::hardware_concurrency());
~Server();
void setHandler(HandlerFunctionType handler);
ThreadPool::ThreadPool& getThreadPool() { return thread; }
u16 getPort() const;
u16 setPort(const u16 port);
u32 getIpAddress() const;
u32 setIpAddress(const u32 ip_address);
Status getStatus() const { return status_; }
Status start();
void stop();
void joinLoop();
void halt();
string explainStatus();
ISocketCalls* sockets = new SocketCalls();
bool enableKeepAlive(Socket socket_);
void handlingAcceptLoop();
void waitingDataLoop();
};
struct Server::Client
{
friend struct Server;
mutex access_mutex_;
Socket socket_;
std::atomic_bool answered_ = false;
std::atomic_bool removed_ = false;
std::atomic_bool disconnected_ = false;
public:
Client(Socket socket);
~Client();
void disconnect();
DataBuffer loadData();
bool sendData(const string& data) const;
ISocketCalls* sockets = new SocketCalls();
};
}
}
#endif // !SERVER_HPP