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// 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_
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