253 lines
5 KiB
C++
253 lines
5 KiB
C++
/*++
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Copyright (c) 2000, Microsoft Corporation
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Module Name:
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dispatcher.h
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Abstract:
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This derivation from the base Socket class is to Create Accept dispatcher.
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Customers will register to this Dispatcher Giving it a struct which explains
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what type of connections are expected to be dispatched to them.
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Source specific or original destination specific dispatches can be requested.
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Author:
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Savas Guven (savasg) 25-Oct-2000
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Revision History:
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Savas Guven (savasg) 25-Oct-2000
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--*/
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#ifndef _DISPATCHER_HEADER_
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#define _DISPATCHER_HEADER_
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//
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// Forward definition
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//
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class CSockDispatcher;
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class DispatcheeNode;
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VOID
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DispatcherAcceptCompletionRoutine
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(
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ULONG ErrorCode,
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ULONG BytesTransferred,
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PNH_BUFFER Bufferp
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);
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typedef enum _ICQ_DIRECTION_FLAGS
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{
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IcqFlagNeutral = 0x00,
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IcqFlagOutgoing = eALG_OUTBOUND,
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IcqFlagIncoming = eALG_INBOUND
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} ICQ_DIRECTION_FLAGS, *PICQ_DIRECTION_FLAGS;
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typedef ICQ_DIRECTION_FLAGS DISPATCHER_DIRECTION_FLAGS, \
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* PDISPATCHER_DIRECTION_FLAGS;
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//
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//
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typedef class _DispatchRequest : public virtual GENERIC_NODE
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{
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public:
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ULONG srcIp;
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USHORT srcPort;
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ULONG dstIp;
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USHORT dstPort;
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DISPATCHER_DIRECTION_FLAGS DirectionContext;
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} DispatchRequest, *PDispatchRequest;
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//
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//
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//
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typedef struct _DispatchReply
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{
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DispatchRequest dispatch;
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PCNhSock Socketp;
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} DispatchReply, *PDispatchReply;
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//
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// D I S P A T C H E E
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//
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typedef class _Dispatchee : public virtual GENERIC_NODE
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{
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//friend CSockDispatcher;
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friend DispatcheeNode;
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public:
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_Dispatchee();
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virtual ~_Dispatchee() ;
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//#if DBG
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virtual void ComponentCleanUpRoutine(void);
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virtual void StopSync(void) {};
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virtual PCHAR GetObjectName();
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//#endif
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virtual ULONG DispatchCompletionRoutine
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(
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PDispatchReply DispatchReplyp
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);
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virtual SetID(ULONG ID) { DispatchUniqueId = ID;}
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virtual ULONG GetID(void) {return DispatchUniqueId; }
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protected:
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ISecondaryControlChannel* IncomingRedirectForPeerToClientp;
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ULONG DispatchUniqueId;
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static const PCHAR ObjectNamep;
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} DISPATCHEE, *PDISPATCHEE;
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//
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// D I S P A T C H E E _ N O D E
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//
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class DispatcheeNode: public virtual GENERIC_NODE
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{
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public:
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// also sets the Node search Keys appropriately.
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// DispatcheeNode(PDISPATCHEE);
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VOID InitDispatcheeNode(PDISPATCHEE);
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virtual ~DispatcheeNode();
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void ComponentCleanUpRoutine(void);
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PCHAR GetObjectName(void);
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// searches the list of Request made by this DispatchTo client
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ULONG isDispatchYours(PDispatchReply DispatchReplyp);
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ULONG AddDispatchRequest(PDispatchRequest DispatchRequestp);
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ULONG DeleteDispatchRequest(PDispatchRequest DispatchRequestp);
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PDISPATCHEE GetDispatchee() { return DispatchTop; }
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ULONG GetOriginalDestination(ULONG SrcAddress,
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USHORT SrcPort,
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PULONG DestAddrp,
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PUSHORT DestPortp);
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protected:
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static const PCHAR ObjectNamep;
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PDISPATCHEE DispatchTop;
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CLIST listRequests; // Node of Requests
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};
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//
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//
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//
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class CSockDispatcher: public virtual _CNhSock
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{
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public:
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friend VOID DispatcherAcceptCompletionRoutine
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(
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ULONG ErrorCode,
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ULONG BytesTransferred,
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PNH_BUFFER Bufferp
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);
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CSockDispatcher();
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CSockDispatcher(ULONG IpAddress, USHORT port);
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~CSockDispatcher();
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//
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// Initializes the socket portion of the Dispatcher.
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//
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ULONG InitDispatcher(
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ULONG IpAddress,
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USHORT port
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);
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//
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// The inherited ComponentCleanupRoutine ala SYNC object
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//
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virtual void ComponentCleanUpRoutine(void);
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virtual void StopSync(void);
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PCHAR GetObjectName();
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//
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// A Dispatchee registers itself and gets a Unique ID
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//
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ULONG InitDispatchee(PDISPATCHEE Dispatchp);
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ULONG RemoveDispatchee(PDISPATCHEE Dispatchp);
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//
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// Get the port on which the Dispatch is occuring
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//
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ULONG GetDispatchInfo(
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PULONG IPp OPTIONAL,
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PUSHORT Portp OPTIONAL
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);
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//
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// Add a Dispatch request - searches for the correct node
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// and then calls the nodes AddDispatchReq to add the req to the List of existing reqs.
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//
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ULONG AddDispatchRequest(
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PDISPATCHEE Dispatchp,
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PDispatchRequest DispatchRequestp
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);
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//
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// Delete a Dispatch request - searches the correct node and
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// then calls the nodes own DeleteDispatchReq to delete the req from the List
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//
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ULONG DeleteDispatchRequest(
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PDispatchRequest DispatchRequestp
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);
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//
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// Get Original Destination for Accepted Socket
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//
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ULONG GetOriginalDestination(
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PNH_BUFFER Bufferp,
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PULONG OrigDestAddrp,
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PUSHORT OrigDestPortp
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);
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private:
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CLIST listDispNodes; // and their requests.
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static ULONG UniqueId;
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static const PCHAR ObjectNamep;
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};
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#endif //_DISPATCHER_HEADER_
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