// Copyright (c) 2006-2008 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_POOL_BASE_H_ #define NET_SOCKET_CLIENT_SOCKET_POOL_BASE_H_ #include #include #include #include "base/basictypes.h" #include "base/scoped_ptr.h" #include "base/time.h" #include "base/timer.h" #include "net/base/address_list.h" #include "net/base/completion_callback.h" #include "net/base/host_resolver.h" #include "net/base/load_states.h" #include "net/socket/client_socket.h" #include "net/socket/client_socket_pool.h" namespace net { class ClientSocketHandle; class ClientSocketPoolBase; // ConnectJob provides an abstract interface for "connecting" a socket. // The connection may involve host resolution, tcp connection, ssl connection, // etc. class ConnectJob { public: class Delegate { public: Delegate() {} virtual ~Delegate() {} // Alerts the delegate that the connection completed. virtual void OnConnectJobComplete(int result, ConnectJob* job) = 0; private: DISALLOW_COPY_AND_ASSIGN(Delegate); }; ConnectJob(const std::string& group_name, const ClientSocketHandle* key_handle, Delegate* delegate); virtual ~ConnectJob(); // Accessors const std::string& group_name() const { return group_name_; } LoadState load_state() const { return load_state_; } const ClientSocketHandle* key_handle() const { return key_handle_; } // Releases |socket_| to the client. On connection error, this should return // NULL. ClientSocket* ReleaseSocket() { return socket_.release(); } // Begins connecting the socket. Returns OK on success, ERR_IO_PENDING if it // cannot complete synchronously without blocking, or another net error code // on error. In asynchronous completion, the ConnectJob will notify // |delegate_| via OnConnectJobComplete. In both asynchronous and synchronous // completion, ReleaseSocket() can be called to acquire the connected socket // if it succeeded. virtual int Connect() = 0; protected: void set_load_state(LoadState load_state) { load_state_ = load_state; } void set_socket(ClientSocket* socket) { socket_.reset(socket); } ClientSocket* socket() { return socket_.get(); } Delegate* delegate() { return delegate_; } private: const std::string group_name_; // Temporarily needed until we switch to late binding. const ClientSocketHandle* const key_handle_; Delegate* const delegate_; LoadState load_state_; scoped_ptr socket_; DISALLOW_COPY_AND_ASSIGN(ConnectJob); }; // A ClientSocketPoolBase is used to restrict the number of sockets open at // a time. It also maintains a list of idle persistent sockets. // class ClientSocketPoolBase : public base::RefCounted, public ConnectJob::Delegate { public: // A Request is allocated per call to RequestSocket that results in // ERR_IO_PENDING. struct Request { // HostResolver::RequestInfo has no default constructor, so fudge something. Request() : handle(NULL), callback(NULL), priority(0), resolve_info(std::string(), 0) {} Request(ClientSocketHandle* handle, CompletionCallback* callback, int priority, const HostResolver::RequestInfo& resolve_info) : handle(handle), callback(callback), priority(priority), resolve_info(resolve_info) { } ClientSocketHandle* handle; CompletionCallback* callback; int priority; HostResolver::RequestInfo resolve_info; }; class ConnectJobFactory { public: ConnectJobFactory() {} virtual ~ConnectJobFactory() {} virtual ConnectJob* NewConnectJob( const std::string& group_name, const Request& request, ConnectJob::Delegate* delegate) const = 0; private: DISALLOW_COPY_AND_ASSIGN(ConnectJobFactory); }; ClientSocketPoolBase(int max_sockets_per_group, ConnectJobFactory* connect_job_factory); ~ClientSocketPoolBase(); int RequestSocket(const std::string& group_name, const HostResolver::RequestInfo& resolve_info, int priority, ClientSocketHandle* handle, CompletionCallback* callback); void CancelRequest(const std::string& group_name, const ClientSocketHandle* handle); void ReleaseSocket(const std::string& group_name, ClientSocket* socket); void CloseIdleSockets(); int idle_socket_count() const { return idle_socket_count_; } int IdleSocketCountInGroup(const std::string& group_name) const; LoadState GetLoadState(const std::string& group_name, const ClientSocketHandle* handle) const; virtual void OnConnectJobComplete(int result, ConnectJob* job); private: // Entry for a persistent socket which became idle at time |start_time|. struct IdleSocket { ClientSocket* socket; base::TimeTicks start_time; // An idle socket should be removed if it can't be reused, or has been idle // for too long. |now| is the current time value (TimeTicks::Now()). // // An idle socket can't be reused if it is disconnected or has received // data unexpectedly (hence no longer idle). The unread data would be // mistaken for the beginning of the next response if we were to reuse the // socket for a new request. bool ShouldCleanup(base::TimeTicks now) const; }; typedef std::deque RequestQueue; typedef std::map RequestMap; // A Group is allocated per group_name when there are idle sockets or pending // requests. Otherwise, the Group object is removed from the map. struct Group { Group() : active_socket_count(0) {} bool IsEmpty() const { return active_socket_count == 0 && idle_sockets.empty() && connecting_requests.empty(); } bool HasAvailableSocketSlot(int max_sockets_per_group) const { return active_socket_count + static_cast(connecting_requests.size()) < max_sockets_per_group; } std::deque idle_sockets; RequestQueue pending_requests; RequestMap connecting_requests; int active_socket_count; // number of active sockets used by clients }; typedef std::map GroupMap; typedef std::map ConnectJobMap; static void InsertRequestIntoQueue(const Request& r, RequestQueue* pending_requests); // Closes all idle sockets if |force| is true. Else, only closes idle // sockets that timed out or can't be reused. void CleanupIdleSockets(bool force); // Called when the number of idle sockets changes. void IncrementIdleCount(); void DecrementIdleCount(); // Called via PostTask by ReleaseSocket. void DoReleaseSocket(const std::string& group_name, ClientSocket* socket); // Called when timer_ fires. This method scans the idle sockets removing // sockets that timed out or can't be reused. void OnCleanupTimerFired() { CleanupIdleSockets(false); } // Removes the ConnectJob corresponding to |handle| from the // |connect_job_map_|. void RemoveConnectJob(const ClientSocketHandle* handle); // Same as OnAvailableSocketSlot except it looks up the Group first to see if // it's there. void MaybeOnAvailableSocketSlot(const std::string& group_name); // Might delete the Group from |group_map_|. void OnAvailableSocketSlot(const std::string& group_name, Group* group); // Process a request from a group's pending_requests queue. void ProcessPendingRequest(const std::string& group_name, Group* group); // Assigns |socket| to |handle| and updates |group|'s counters appropriately. void HandOutSocket(ClientSocket* socket, bool reused, ClientSocketHandle* handle, Group* group); GroupMap group_map_; ConnectJobMap connect_job_map_; // Timer used to periodically prune idle sockets that timed out or can't be // reused. base::RepeatingTimer timer_; // The total number of idle sockets in the system. int idle_socket_count_; // The maximum number of sockets kept per group. const int max_sockets_per_group_; const scoped_ptr connect_job_factory_; DISALLOW_COPY_AND_ASSIGN(ClientSocketPoolBase); }; } // namespace net #endif // NET_SOCKET_CLIENT_SOCKET_POOL_BASE_H_