1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
|
// 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 <deque>
#include <map>
#include <string>
#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<ClientSocket> 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<ClientSocketPoolBase>,
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() : 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<Request> RequestQueue;
typedef std::map<const ClientSocketHandle*, Request> 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<int>(connecting_requests.size()) <
max_sockets_per_group;
}
std::deque<IdleSocket> idle_sockets;
RequestQueue pending_requests;
RequestMap connecting_requests;
int active_socket_count; // number of active sockets used by clients
};
typedef std::map<std::string, Group> GroupMap;
typedef std::map<const ClientSocketHandle*, ConnectJob*> 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<ClientSocketPoolBase> 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<ConnectJobFactory> connect_job_factory_;
DISALLOW_COPY_AND_ASSIGN(ClientSocketPoolBase);
};
} // namespace net
#endif // NET_SOCKET_CLIENT_SOCKET_POOL_BASE_H_
|