// Copyright (c) 2010 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef NET_SOCKET_CLIENT_SOCKET_H_ #define NET_SOCKET_CLIENT_SOCKET_H_ #pragma once #include "net/socket/socket.h" namespace net { class AddressList; class BoundNetLog; class ClientSocket : public Socket { public: ClientSocket(); // Destructor emits statistics for this socket's lifetime. virtual ~ClientSocket(); // Set the annotation to indicate this socket was created for speculative // reasons. Note that if the socket was used before calling this method, then // the call will be ignored (no annotation will be added). void SetSubresourceSpeculation(); void SetOmniboxSpeculation(); // Establish values of was_ever_connected_ and was_used_to_transmit_data_. // The argument indicates if the socket's state, as reported by a // ClientSocketHandle::is_reused(), should show that the socket has already // been used to transmit data. // This is typically called when a transaction finishes, and // ClientSocketHandle is being destroyed. Calling at that point it allows us // to aggregates the impact of that connect job into this instance. void UpdateConnectivityState(bool is_reused); // Called to establish a connection. Returns OK if the connection could be // established synchronously. Otherwise, ERR_IO_PENDING is returned and the // given callback will run asynchronously when the connection is established // or when an error occurs. The result is some other error code if the // connection could not be established. // // The socket's Read and Write methods may not be called until Connect // succeeds. // // It is valid to call Connect on an already connected socket, in which case // OK is simply returned. // // Connect may also be called again after a call to the Disconnect method. // virtual int Connect(CompletionCallback* callback) = 0; // Called to disconnect a socket. Does nothing if the socket is already // disconnected. After calling Disconnect it is possible to call Connect // again to establish a new connection. // // If IO (Connect, Read, or Write) is pending when the socket is // disconnected, the pending IO is cancelled, and the completion callback // will not be called. virtual void Disconnect() = 0; // Called to test if the connection is still alive. Returns false if a // connection wasn't established or the connection is dead. virtual bool IsConnected() const = 0; // Called to test if the connection is still alive and idle. Returns false // if a connection wasn't established, the connection is dead, or some data // have been received. virtual bool IsConnectedAndIdle() const = 0; // Copies the peer address to |address| and returns a network error code. virtual int GetPeerAddress(AddressList* address) const = 0; // Gets the NetLog for this socket. virtual const BoundNetLog& NetLog() const = 0; private: // Publish histogram to help evaluate preconnection utilization. void EmitPreconnectionHistograms() const; // Indicate if any ClientSocketHandle that used this socket was connected as // would be indicated by the IsConnected() method. This variable set by a // ClientSocketHandle before releasing this ClientSocket. bool was_ever_connected_; // Indicate if this socket was first created for speculative use, and identify // the motivation. bool omnibox_speculation_; bool subresource_speculation_; // Indicate if this socket was ever used. This state is set by a // ClientSocketHandle before releasing this ClientSocket. bool was_used_to_transmit_data_; }; } // namespace net #endif // NET_SOCKET_CLIENT_SOCKET_H_