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Location: cpp/openttd-patchpack/source/src/network/core/tcp_http.h
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(svn r19975) -Add: SL_LOAD_CHECK mode for partial reading of savegames.
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tcp_http.h Basic functions to receive and send HTTP TCP packets.
*/
#ifndef NETWORK_CORE_TCP_HTTP_H
#define NETWORK_CORE_TCP_HTTP_H
#include "address.h"
#ifdef ENABLE_NETWORK
/** Callback for when the HTTP handler has something to tell us. */
struct HTTPCallback {
/**
* An error has occured and the connection has been closed.
* @note HTTP socket handler is closed/freed.
*/
virtual void OnFailure() = 0;
/**
* We're receiving data.
* @param data the received data, NULL when all data has been received.
* @param length the amount of received data, 0 when all data has been received.
* @note When NULL is sent the HTTP socket handler is closed/freed.
*/
virtual void OnReceiveData(const char *data, size_t length) = 0;
/** Silentium */
virtual ~HTTPCallback() {}
};
/** Base socket handler for HTTP traffic. */
class NetworkHTTPSocketHandler : public NetworkSocketHandler {
private:
char recv_buffer[4096]; ///< Partially received message.
int recv_pos; ///< Current position in buffer.
int recv_length; ///< Length of the data still retrieving.
HTTPCallback *callback; ///< The callback to call for the incoming data.
const char *data; ///< The (POST) data we might want to forward (to a redirect).
int redirect_depth; ///< The depth of the redirection.
int HandleHeader();
int Receive();
public:
SOCKET sock; ///< The socket currently connected to
/**
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
bool IsConnected() const
{
return this->sock != INVALID_SOCKET;
}
virtual NetworkRecvStatus CloseConnection(bool error = true);
/**
* Start the querying
* @param sock the socket of this connection
* @param callback the callback for HTTP retrieval
* @param url the url at the server
* @param data the data to send
* @param depth the depth (redirect recursion) of the queries
*/
NetworkHTTPSocketHandler(SOCKET sock, HTTPCallback *callback,
const char *host, const char *url, const char *data, int depth);
/** Free whatever needs to be freed. */
~NetworkHTTPSocketHandler();
/**
* Connect to the given URI.
* @param uri the URI to connect to.
* @param callback the callback to send data back on.
* @param data the data we want to send (as POST).
* @param depth the recursion/redirect depth.
*/
static int Connect(char *uri, HTTPCallback *callback,
const char *data = NULL, int depth = 0);
/**
* Do the receiving for all HTTP connections.
*/
static void HTTPReceive();
};
/** Connect with a HTTP server and do ONE query. */
class NetworkHTTPContentConnecter : TCPConnecter {
HTTPCallback *callback; ///< Callback to tell that we received some data (or won't).
const char *url; ///< The URL we want to get at the server.
const char *data; ///< The data to send
int depth; ///< How far we have recursed
public:
/**
* Start the connecting.
* @param address the address to connect to
* @param callback the callback for HTTP retrieval
* @param url the url at the server
* @param data the data to send
* @param depth the depth (redirect recursion) of the queries
*/
NetworkHTTPContentConnecter(const NetworkAddress &address,
HTTPCallback *callback, const char *url,
const char *data = NULL, int depth = 0) :
TCPConnecter(address),
callback(callback),
url(strdup(url)),
data(data),
depth(depth)
{
}
/** Free all our allocated data. */
~NetworkHTTPContentConnecter()
{
free((void*)this->url);
}
virtual void OnFailure()
{
this->callback->OnFailure();
free((void*)this->data);
}
virtual void OnConnect(SOCKET s)
{
new NetworkHTTPSocketHandler(s, this->callback, this->address.GetHostname(), this->url, this->data, this->depth);
/* We've relinguished control of data now. */
this->data = NULL;
}
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_HTTP_H */
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