mirror of https://github.com/debauchee/barrier.git
159 lines
3.7 KiB
C
159 lines
3.7 KiB
C
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#ifndef CSERVER_H
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#define CSERVER_H
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#include "KeyTypes.h"
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#include "MouseTypes.h"
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#include "CScreenMap.h"
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#include "CCondVar.h"
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#include "CMutex.h"
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#include "CString.h"
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#include "XBase.h"
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#include <list>
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#include <map>
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class CThread;
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class IServerProtocol;
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class ISocketFactory;
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class ISecurityFactory;
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class IPrimaryScreen;
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class CServer {
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public:
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CServer();
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~CServer();
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// manipulators
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void run();
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// update screen map
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void setScreenMap(const CScreenMap&);
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// handle events on server's screen
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void onKeyDown(KeyID, KeyModifierMask);
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void onKeyUp(KeyID, KeyModifierMask);
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void onKeyRepeat(KeyID, KeyModifierMask);
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void onMouseDown(ButtonID);
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void onMouseUp(ButtonID);
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void onMouseMovePrimary(SInt32 x, SInt32 y);
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void onMouseMoveSecondary(SInt32 dx, SInt32 dy);
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void onMouseWheel(SInt32 delta);
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// handle messages from clients
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void setInfo(const CString& clientName,
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SInt32 w, SInt32 h, SInt32 zoneSize) throw();
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// accessors
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bool isLockedToScreen() const;
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// get the current screen map
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void getScreenMap(CScreenMap*) const;
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protected:
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bool onCommandKey(KeyID, KeyModifierMask, bool down);
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void quit() throw();
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private:
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class CCleanupNote {
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public:
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CCleanupNote(CServer*);
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~CCleanupNote();
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private:
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CServer* m_server;
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};
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class CConnectionNote {
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public:
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CConnectionNote(CServer*, const CString&, IServerProtocol*);
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~CConnectionNote();
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private:
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bool m_pending;
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CServer* m_server;
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CString m_name;
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};
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class CScreenInfo {
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public:
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CScreenInfo(const CString& name, IServerProtocol*);
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~CScreenInfo();
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public:
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CString m_name;
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IServerProtocol* m_protocol;
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SInt32 m_width, m_height;
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SInt32 m_zoneSize;
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};
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// change the active screen
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void switchScreen(CScreenInfo*, SInt32 x, SInt32 y);
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// lookup neighboring screen
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CScreenInfo* getNeighbor(CScreenInfo*, CScreenMap::EDirection) const;
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// lookup neighboring screen. given a position relative to the
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// source screen, find the screen we should move onto and where.
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// if the position is sufficiently far from the source then we
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// cross multiple screens.
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CScreenInfo* getNeighbor(CScreenInfo*,
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CScreenMap::EDirection,
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SInt32& x, SInt32& y) const;
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// adjust coordinates to account for resolution differences. the
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// position is converted to a resolution independent form then
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// converted back to screen coordinates on the destination screen.
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void mapPosition(CScreenInfo* src,
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CScreenMap::EDirection srcSide,
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CScreenInfo* dst,
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SInt32& x, SInt32& y) const;
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// open/close the primary screen
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void openPrimaryScreen();
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void closePrimaryScreen() throw();
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// cancel running threads
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void cleanupThreads() throw();
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// thread method to accept incoming client connections
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void acceptClients(void*);
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// thread method to do startup handshake with client
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void handshakeClient(void*);
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// thread cleanup list maintenance
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friend class CCleanupNote;
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void addCleanupThread(const CThread& thread);
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void removeCleanupThread(const CThread& thread);
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// connection list maintenance
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friend class CConnectionNote;
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CScreenInfo* addConnection(const CString& name, IServerProtocol*);
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void removeConnection(const CString& name);
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private:
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typedef std::list<CThread*> CThreadList;
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typedef std::map<CString, CScreenInfo*> CScreenList;
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CMutex m_mutex;
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CCondVar<bool> m_done;
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double m_bindTimeout;
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ISocketFactory* m_socketFactory;
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ISecurityFactory* m_securityFactory;
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CThreadList m_cleanupList;
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IPrimaryScreen* m_primary;
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CScreenList m_screens;
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CScreenInfo* m_active;
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SInt32 m_x, m_y;
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CScreenMap m_screenMap;
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};
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#endif
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