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// 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_BASE_CLIENT_SOCKET_HANDLE_H_
#define NET_BASE_CLIENT_SOCKET_HANDLE_H_
#include <string>
#include "base/ref_counted.h"
#include "base/scoped_ptr.h"
#include "net/base/client_socket.h"
#include "net/base/completion_callback.h"
namespace net {
class ClientSocketPool;
// A container for a connected ClientSocket.
//
// The handle's |group_name| uniquely identifies the origin and type of the
// connection. It is used by the ClientSocketPool to group similar connected
// client socket objects.
//
// A handle is initialized with a null socket. It is the consumer's job to
// initialize a ClientSocket object and set it on the handle.
//
class ClientSocketHandle {
public:
explicit ClientSocketHandle(ClientSocketPool* pool);
~ClientSocketHandle();
// Initializes a ClientSocketHandle object, which involves talking to the
// ClientSocketPool to locate a socket to possibly reuse. This method
// returns either OK or ERR_IO_PENDING. On ERR_IO_PENDING, |priority| is
// used to determine the placement in ClientSocketPool's wait list.
//
// If this method succeeds, then the socket member will be set to an existing
// socket if an existing socket was available to reuse. Otherwise, the
// consumer should set the socket member of this handle.
//
// This method returns ERR_IO_PENDING if it cannot complete synchronously, in
// which case the consumer should wait for the completion callback to run.
//
// Init may be called multiple times.
//
int Init(const std::string& group_name,
int priority,
CompletionCallback* callback);
// An initialized handle can be reset, which causes it to return to the
// un-initialized state. This releases the underlying socket, which in the
// case of a socket that still has an established connection, indicates that
// the socket may be kept alive for use by a subsequent ClientSocketHandle.
//
// NOTE: To prevent the socket from being kept alive, be sure to call its
// Disconnect method.
//
void Reset();
// Returns true when Init has completed successfully.
bool is_initialized() const { return socket_ != NULL; }
// These may only be used if is_initialized() is true.
ClientSocket* socket() { return socket_->get(); }
ClientSocket* release_socket() { return socket_->release(); }
void set_socket(ClientSocket* s) { socket_->reset(s); }
private:
friend class ClientSocketPool;
scoped_refptr<ClientSocketPool> pool_;
scoped_ptr<ClientSocket>* socket_;
std::string group_name_;
DISALLOW_COPY_AND_ASSIGN(ClientSocketHandle);
};
} // namespace net
#endif // NET_BASE_CLIENT_SOCKET_HANDLE_H_
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