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/*
* Copyright (c) 2017-2019 Cisco and/or its affiliates.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at:
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @header hicn-light Dispatcher
* @abstract The dispatcher is the event loop run by Forwarder.
* @discussion
* These functions manage listeners, timers, and network events inside
* the event loop.
*
* Curently, it is a thin wrapper around an event so we don't have to
* expose that implementation detail to other modules.
*
*/
#ifndef dispatcher_h
#define dispatcher_h
#ifndef _WIN32
#include <sys/socket.h>
#endif
#include <stdbool.h>
struct dispatcher;
typedef struct dispatcher Dispatcher;
#include <parc/algol/parc_Event.h>
#include <parc/algol/parc_EventQueue.h>
#include <parc/algol/parc_EventScheduler.h>
#include <parc/algol/parc_EventSignal.h>
#include <parc/algol/parc_EventSocket.h>
#include <parc/algol/parc_EventTimer.h>
#include <parc/algol/parc_Memory.h>
#include <src/core/logger.h>
PARCEventScheduler *dispatcher_GetEventScheduler(Dispatcher *dispatcher);
/**
* Creates an event dispatcher
*
* Event dispatcher based on PARCEvent
*
* @return non-null Allocated event dispatcher
* @return null An error
*/
Dispatcher *dispatcher_Create(Logger *logger);
/**
* Destroys event dispatcher
*
* Caller is responsible for destroying call events before destroying
* the event dispatcher.
*/
void dispatcher_Destroy(Dispatcher **dispatcherPtr);
/**
* @function dispatcher_Stop
* @abstract Called from a different thread, tells the dispatcher to stop
* @discussion
* Called from a user thread or from an interrupt handler.
* Does not block. Use <code>dispatcher_WaitForStopped()</code> to
* block until stopped after calling this.
*/
void dispatcher_Stop(Dispatcher *dispatcher);
/**
* @function dispatcher_WaitForStopped
* @abstract Blocks until dispatcher in stopped state
* @discussion
* Used after <code>dispatcher_Stop()</code> to wait for stop.
*/
void dispatcher_WaitForStopped(Dispatcher *dispatcher);
/**
* @function dispatcher_Run
* @abstract Runs the forwarder, blocks.
*/
void dispatcher_Run(Dispatcher *dispatcher);
/**
* @function dispatcher_RunDuration
* @abstract Runs forwarder for at most duration, blocks.
* @discussion
* Blocks running the forwarder for a duration. May be called
* iteratively to keep running. Duration is a minimum, actual
* runtime may be slightly longer.
*/
void dispatcher_RunDuration(Dispatcher *dispatcher, struct timeval *duration);
/**
* @header dispatcher_RunCount
* @abstract Run the event loop for the given count cycles
* @discussion
* Runs the event loop for the given number of cycles, blocking
* until done. May be called sequentially over and over.
*
*/
void dispatcher_RunCount(Dispatcher *dispatcher, unsigned count);
typedef int SocketType;
typedef struct evconnlistener Listener;
/**
* @typedef ListenerCallback
* @abstract Callback function typedef for a stream listener
*
* @constant listener is the object created by <code>forwarder_NewBind()</code>
* that received the client connection
* @constant client_socket is the client socket
* @constant user_data is the user_data passed to
* <code>forwarder_NewBind()</code>
* @constant client_addr is the client address
* @constant socklen is the length of client_addr
* @discussion <#Discussion#>
*/
typedef void(ListenerCallback)(Listener *listener, SocketType client_socket,
struct sockaddr *client_addr, int socklen,
void *user_data);
/**
* @header forwarder_NewBind
* @abstract Allocate a new stream listener
* @discussion
* The server socket will be freed when closed and will be reusable.
*
* @param forwarder that owns the event loop
* @param cb is the callback for a new connection
* @param user_data is opaque user data passed to the callback
* @param backlog is the listen() depth, may use -1 for a default value
* @param sa is the socket address to bind to (INET, INET6, LOCAL)
* @param socklen is the sizeof the actual sockaddr (e.g. sizeof(sockaddr_un))
*/
PARCEventSocket *dispatcher_CreateListener(Dispatcher *dispatcher,
PARCEventSocket_Callback *callback,
void *user_data, int backlog,
const struct sockaddr *sa,
int socklen);
void dispatcher_DestroyListener(Dispatcher *dispatcher,
PARCEventSocket **listenerPtr);
typedef struct event TimerEvent;
typedef struct event NetworkEvent;
typedef struct event SignalEvent;
/**
* @typedef EventCallback
* @abstract A network event or a timer callback
* @constant fd The file descriptor associated with the event, may be -1 for
* timers
* @constant which_event is a bitmap of the EventType
* @constant user_data is the user_data passed to
* <code>Forwarder_CreateEvent()</code>
*/
typedef void(EventCallback)(SocketType fd, short which_event, void *user_data);
/**
* @function dispatcher_CreateTimer
* @abstract Creates a Event for use as a timer.
* @discussion
*
* When created, the timer is idle and you need to call
* <code>forwarder_StartTimer()</code>
*
* @param isPeriodic means the timer will fire repeatidly, otherwise it is a
* one-shot and needs to be set again with <code>dispatcher_StartTimer()</code>
*/
PARCEventTimer *dispatcher_CreateTimer(Dispatcher *dispatcher, bool isPeriodic,
PARCEvent_Callback *callback,
void *userData);
/**
* @function dispatcher_StartTimer
* @abstract Starts the timer with the given delay.
* @discussion
* If the timer is periodic, it will keep firing with the given delay
*/
void dispatcher_StartTimer(Dispatcher *dispatcher, PARCEventTimer *timerEvent,
struct timeval *delay);
void dispatcher_StopTimer(Dispatcher *dispatcher, PARCEventTimer *timerEvent);
/**
* @function dispatcher_DestroyTimerEvent
* @abstract Cancels the timer and frees the event
*/
void dispatcher_DestroyTimerEvent(Dispatcher *dispatcher,
PARCEventTimer **eventPtr);
/**
* @function dispatcher_CreateNetworkEvent
* @abstract Creates a network event callback on the socket
* @discussion
* May be used on any sort of file descriptor or socket. The event is edge
* triggered and non-reentrent. This means you need to drain the events off the
* socket, as the callback will not be called again until a new event arrives.
*
* When created, the event is idle and you need to call
* <code>forwarder_StartNetworkEvent()</code>
*
* @param isPersistent means the callback will keep firing with new events,
* otherwise its a one-shot
* @param fd is the socket to monitor
*/
PARCEvent *dispatcher_CreateNetworkEvent(Dispatcher *dispatcher,
bool isPersistent,
PARCEvent_Callback *callback,
void *userData, int fd);
void dispatcher_StartNetworkEvent(Dispatcher *dispatcher, PARCEvent *event);
void dispatcher_StopNetworkEvent(Dispatcher *dispatcher, PARCEvent *event);
void dispatcher_DestroyNetworkEvent(Dispatcher *dispatcher,
PARCEvent **eventPtr);
/**
* @function dispatcher_CreateSignalEvent
* @abstract Creates a signal trap
* @discussion
* May be used on catchable signals. The event is edge triggered and
* non-reentrent. Signal events are persistent.
*
* When created, the signal trap is idle and you need to call
* <code>forwarder_StartSignalEvent()</code>
*
* @param signal is the system signal to monitor (e.g. SIGINT).
* @return <#return#>
*/
PARCEventSignal *dispatcher_CreateSignalEvent(
Dispatcher *dispatcher, PARCEventSignal_Callback *callback, void *userData,
int signal);
void dispatcher_DestroySignalEvent(Dispatcher *dispatcher,
PARCEventSignal **eventPtr);
void dispatcher_StartSignalEvent(Dispatcher *dispatcher,
PARCEventSignal *event);
void dispatcher_StopSignalEvent(Dispatcher *dispatcher, PARCEventSignal *event);
// =============
// stream buffers
#include <src/core/streamBuffer.h>
#include <src/io/addressPair.h>
/**
* @function dispatcher_CreateStreamBuffer
* @abstract Creates a high-function buffer around a stream socket
*/
PARCEventQueue *dispatcher_CreateStreamBufferFromSocket(Dispatcher *dispatcher,
SocketType fd);
/**
* @function dispatcher_StreamBufferConnect
* @abstract Create a TCP tunnel to a remote peer
* @discussion
* For TCP, both address pairs need to be the same address family: both INET
* or both INET6. The remote address must have the complete socket information
* (address, port). The local socket could be wildcarded or may specify down to
* the (address, port) pair.
*
* If the local address is IPADDR_ANY and the port is 0, then it is a normal
* call to "connect" that will use whatever local IP address and whatever local
* port for the connection. If either the address or port is set, the local
* socket will first be bound (via bind(2)), and then call connect().
*
* It is unlikely that the buffer will be connected by the time the function
* returns. The eventCallback will fire once the remote system accepts the
* conneciton.
*
* @return NULL on error, otherwise a streambuffer.
*/
PARCEventQueue *dispatcher_StreamBufferConnect(Dispatcher *dispatcher,
const AddressPair *pair);
#endif // dispatcher_h
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