105 lines
4.4 KiB
C++
105 lines
4.4 KiB
C++
// Filename: queuedConnectionManager.cxx
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// Created by: drose (09Feb00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "queuedConnectionManager.h"
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#include <algorithm>
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////////////////////////////////////////////////////////////////////
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// Function: QueuedConnectionManager::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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QueuedConnectionManager::
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QueuedConnectionManager() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: QueuedConnectionManager::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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QueuedConnectionManager::
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~QueuedConnectionManager() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: QueuedConnectionManager::reset_connection_available
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// Access: Public
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// Description: Returns true if one of the readers/writers/listeners
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// reported a connection reset recently. If so, the
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// particular connection that has been reset can be
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// extracted via get_reset_connection().
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//
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// Only connections which were externally reset are
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// certain to appear in this list. Those which were
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// explicitly closed via a call to close_connection()
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// may or may not be reported. Furthermore, it is the
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// responsibility of the caller to subsequently call
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// close_connection() with any connection reported reset
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// by this call. (There is no harm in calling
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// close_connection() more than once on a given socket.)
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////////////////////////////////////////////////////////////////////
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bool QueuedConnectionManager::
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reset_connection_available() const {
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return thing_available();
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}
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////////////////////////////////////////////////////////////////////
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// Function: QueuedConnectionManager::get_reset_connection
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// Access: Public
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// Description: If a previous call to reset_connection_available()
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// returned true, this function will return information
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// about the newly reset connection.
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//
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// Only connections which were externally reset are
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// certain to appear in this list. Those which were
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// explicitly closed via a call to close_connection()
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// may or may not be reported. Furthermore, it is the
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// responsibility of the caller to subsequently call
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// close_connection() with any connection reported reset
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// by this call. (There is no harm in calling
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// close_connection() more than once on a given socket.)
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//
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// The return value is true if a connection was
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// successfully returned, or false if there was, in
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// fact, no reset connection. (This may happen if
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// there are multiple threads accessing the
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// QueuedConnectionManager).
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////////////////////////////////////////////////////////////////////
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bool QueuedConnectionManager::
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get_reset_connection(PT(Connection) &connection) {
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return get_thing(connection);
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}
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////////////////////////////////////////////////////////////////////
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// Function: QueuedConnectionManager::connection_reset
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// Access: Protected, Virtual
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// Description: An internal function called by the ConnectionReader,
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// ConnectionWriter, or ConnectionListener when a
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// connection has been externally reset. This adds the
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// connection to the queue of those which have recently
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// been reset.
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////////////////////////////////////////////////////////////////////
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void QueuedConnectionManager::
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connection_reset(const PT(Connection) &connection, bool okflag) {
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ConnectionManager::connection_reset(connection, okflag);
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// Largely, we don't care if this particular queue fills up. If it
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// does, it probably just means the user isn't bothering to track
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// this.
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enqueue_unique_thing(connection);
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}
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