/* * Copyright 2004 The WebRTC Project Authors. All rights reserved. * * Use of this source code is governed by a BSD-style license * that can be found in the LICENSE file in the root of the source * tree. An additional intellectual property rights grant can be found * in the file PATENTS. All contributing project authors may * be found in the AUTHORS file in the root of the source tree. */ #ifndef WEBRTC_BASE_HTTPSERVER_H__ #define WEBRTC_BASE_HTTPSERVER_H__ #include #include "webrtc/base/httpbase.h" namespace rtc { class AsyncSocket; class HttpServer; class SocketAddress; ////////////////////////////////////////////////////////////////////// // HttpServer ////////////////////////////////////////////////////////////////////// const int HTTP_INVALID_CONNECTION_ID = 0; struct HttpServerTransaction : public HttpTransaction { public: HttpServerTransaction(int id) : connection_id_(id) { } int connection_id() const { return connection_id_; } private: int connection_id_; }; class HttpServer { public: HttpServer(); virtual ~HttpServer(); int HandleConnection(StreamInterface* stream); // Due to sigslot issues, we can't destroy some streams at an arbitrary time. sigslot::signal3 SignalConnectionClosed; // This signal occurs when the HTTP request headers have been received, but // before the request body is written to the request document. By default, // the request document is a MemoryStream. By handling this signal, the // document can be overridden, in which case the third signal argument should // be set to true. In the case where the request body should be ignored, // the document can be set to NULL. Note that the transaction object is still // owened by the HttpServer at this point. sigslot::signal3 SignalHttpRequestHeader; // An HTTP request has been made, and is available in the transaction object. // Populate the transaction's response, and then return the object via the // Respond method. Note that during this time, ownership of the transaction // object is transferred, so it may be passed between threads, although // respond must be called on the server's active thread. sigslot::signal2 SignalHttpRequest; void Respond(HttpServerTransaction* transaction); // If you want to know when a request completes, listen to this event. sigslot::signal3 SignalHttpRequestComplete; // Stop processing the connection indicated by connection_id. // Unless force is true, the server will complete sending a response that is // in progress. void Close(int connection_id, bool force); void CloseAll(bool force); // After calling CloseAll, this event is signalled to indicate that all // outstanding connections have closed. sigslot::signal1 SignalCloseAllComplete; private: class Connection : private IHttpNotify { public: Connection(int connection_id, HttpServer* server); ~Connection() override; void BeginProcess(StreamInterface* stream); StreamInterface* EndProcess(); void Respond(HttpServerTransaction* transaction); void InitiateClose(bool force); // IHttpNotify Interface HttpError onHttpHeaderComplete(bool chunked, size_t& data_size) override; void onHttpComplete(HttpMode mode, HttpError err) override; void onHttpClosed(HttpError err) override; int connection_id_; HttpServer* server_; HttpBase base_; HttpServerTransaction* current_; bool signalling_, close_; }; Connection* Find(int connection_id); void Remove(int connection_id); friend class Connection; typedef std::map ConnectionMap; ConnectionMap connections_; int next_connection_id_; bool closing_; }; ////////////////////////////////////////////////////////////////////// class HttpListenServer : public HttpServer, public sigslot::has_slots<> { public: HttpListenServer(); ~HttpListenServer() override; int Listen(const SocketAddress& address); bool GetAddress(SocketAddress* address) const; void StopListening(); private: void OnReadEvent(AsyncSocket* socket); void OnConnectionClosed(HttpServer* server, int connection_id, StreamInterface* stream); scoped_ptr listener_; }; ////////////////////////////////////////////////////////////////////// } // namespace rtc #endif // WEBRTC_BASE_HTTPSERVER_H__