blob: 39dbeb0a0ed59ad3d128cc9e79ddd108bd3ba421 [file] [log] [blame]
// Copyright (c) 2012 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.
//
// A ClientSocketPoolBase is used to restrict the number of sockets open at
// a time. It also maintains a list of idle persistent sockets for reuse.
// Subclasses of ClientSocketPool should compose ClientSocketPoolBase to handle
// the core logic of (1) restricting the number of active (connected or
// connecting) sockets per "group" (generally speaking, the hostname), (2)
// maintaining a per-group list of idle, persistent sockets for reuse, and (3)
// limiting the total number of active sockets in the system.
//
// ClientSocketPoolBase abstracts socket connection details behind ConnectJob,
// ConnectJobFactory, and SocketParams. When a socket "slot" becomes available,
// the ClientSocketPoolBase will ask the ConnectJobFactory to create a
// ConnectJob with a SocketParams. Subclasses of ClientSocketPool should
// implement their socket specific connection by subclassing ConnectJob and
// implementing ConnectJob::ConnectInternal(). They can control the parameters
// passed to each new ConnectJob instance via their ConnectJobFactory subclass
// and templated SocketParams parameter.
//
#ifndef NET_SOCKET_CLIENT_SOCKET_POOL_BASE_H_
#define NET_SOCKET_CLIENT_SOCKET_POOL_BASE_H_
#include <deque>
#include <list>
#include <map>
#include <set>
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "base/memory/weak_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/load_states.h"
#include "net/base/net_errors.h"
#include "net/base/net_export.h"
#include "net/base/net_log.h"
#include "net/base/network_change_notifier.h"
#include "net/base/request_priority.h"
#include "net/socket/client_socket_pool.h"
#include "net/socket/stream_socket.h"
namespace net {
class ClientSocketHandle;
// Returns the client socket reuse policy.
NET_EXPORT_PRIVATE int GetSocketReusePolicy();
// Sets the client socket reuse policy.
// NOTE: 'policy' should be a valid ClientSocketReusePolicy enum value.
NET_EXPORT void SetSocketReusePolicy(int policy);
// ConnectJob provides an abstract interface for "connecting" a socket.
// The connection may involve host resolution, tcp connection, ssl connection,
// etc.
class NET_EXPORT_PRIVATE ConnectJob {
public:
class NET_EXPORT_PRIVATE 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);
};
// A |timeout_duration| of 0 corresponds to no timeout.
ConnectJob(const std::string& group_name,
base::TimeDelta timeout_duration,
Delegate* delegate,
const BoundNetLog& net_log);
virtual ~ConnectJob();
// Accessors
const std::string& group_name() const { return group_name_; }
const BoundNetLog& net_log() { return net_log_; }
// Releases |socket_| to the client. On connection error, this should return
// NULL.
StreamSocket* 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.
int Connect();
virtual LoadState GetLoadState() const = 0;
// If Connect returns an error (or OnConnectJobComplete reports an error
// result) this method will be called, allowing the pool to add
// additional error state to the ClientSocketHandle (post late-binding).
virtual void GetAdditionalErrorState(ClientSocketHandle* handle) {}
const BoundNetLog& net_log() const { return net_log_; }
protected:
void set_socket(StreamSocket* socket);
StreamSocket* socket() { return socket_.get(); }
void NotifyDelegateOfCompletion(int rv);
void ResetTimer(base::TimeDelta remainingTime);
private:
virtual int ConnectInternal() = 0;
void LogConnectStart();
void LogConnectCompletion(int net_error);
// Alerts the delegate that the ConnectJob has timed out.
void OnTimeout();
const std::string group_name_;
const base::TimeDelta timeout_duration_;
// Timer to abort jobs that take too long.
base::OneShotTimer<ConnectJob> timer_;
Delegate* delegate_;
scoped_ptr<StreamSocket> socket_;
BoundNetLog net_log_;
// A ConnectJob is idle until Connect() has been called.
bool idle_;
DISALLOW_COPY_AND_ASSIGN(ConnectJob);
};
namespace internal {
// ClientSocketPoolBaseHelper is an internal class that implements almost all
// the functionality from ClientSocketPoolBase without using templates.
// ClientSocketPoolBase adds templated definitions built on top of
// ClientSocketPoolBaseHelper. This class is not for external use, please use
// ClientSocketPoolBase instead.
class NET_EXPORT_PRIVATE ClientSocketPoolBaseHelper
: public ConnectJob::Delegate,
public NetworkChangeNotifier::IPAddressObserver {
public:
typedef uint32 Flags;
// Used to specify specific behavior for the ClientSocketPool.
enum Flag {
NORMAL = 0, // Normal behavior.
NO_IDLE_SOCKETS = 0x1, // Do not return an idle socket. Create a new one.
};
enum ClientSocketReusePolicy {
// Socket with largest amount of bytes transferred.
USE_WARMEST_SOCKET = 0,
// Socket which scores highest on large bytes transferred and low idle time.
USE_WARM_SOCKET = 1,
// Socket which was most recently used.
USE_LAST_ACCESSED_SOCKET = 2,
};
class NET_EXPORT_PRIVATE Request {
public:
Request(ClientSocketHandle* handle,
const CompletionCallback& callback,
RequestPriority priority,
bool ignore_limits,
Flags flags,
const BoundNetLog& net_log);
virtual ~Request();
ClientSocketHandle* handle() const { return handle_; }
const CompletionCallback& callback() const { return callback_; }
RequestPriority priority() const { return priority_; }
bool ignore_limits() const { return ignore_limits_; }
Flags flags() const { return flags_; }
const BoundNetLog& net_log() const { return net_log_; }
private:
ClientSocketHandle* const handle_;
CompletionCallback callback_;
const RequestPriority priority_;
bool ignore_limits_;
const Flags flags_;
BoundNetLog net_log_;
DISALLOW_COPY_AND_ASSIGN(Request);
};
class ConnectJobFactory {
public:
ConnectJobFactory() {}
virtual ~ConnectJobFactory() {}
virtual ConnectJob* NewConnectJob(
const std::string& group_name,
const Request& request,
ConnectJob::Delegate* delegate) const = 0;
virtual base::TimeDelta ConnectionTimeout() const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(ConnectJobFactory);
};
ClientSocketPoolBaseHelper(
int max_sockets,
int max_sockets_per_group,
base::TimeDelta unused_idle_socket_timeout,
base::TimeDelta used_idle_socket_timeout,
ConnectJobFactory* connect_job_factory);
virtual ~ClientSocketPoolBaseHelper();
// Adds/Removes layered pools. It is expected in the destructor that no
// layered pools remain.
void AddLayeredPool(LayeredPool* pool);
void RemoveLayeredPool(LayeredPool* pool);
// See ClientSocketPool::RequestSocket for documentation on this function.
// ClientSocketPoolBaseHelper takes ownership of |request|, which must be
// heap allocated.
int RequestSocket(const std::string& group_name, const Request* request);
// See ClientSocketPool::RequestSocket for documentation on this function.
void RequestSockets(const std::string& group_name,
const Request& request,
int num_sockets);
// See ClientSocketPool::CancelRequest for documentation on this function.
void CancelRequest(const std::string& group_name,
ClientSocketHandle* handle);
// See ClientSocketPool::ReleaseSocket for documentation on this function.
void ReleaseSocket(const std::string& group_name,
StreamSocket* socket,
int id);
// See ClientSocketPool::FlushWithError for documentation on this function.
void FlushWithError(int error);
// See ClientSocketPool::IsStalled for documentation on this function.
bool IsStalled() const;
// See ClientSocketPool::CloseIdleSockets for documentation on this function.
void CloseIdleSockets();
// See ClientSocketPool::IdleSocketCount() for documentation on this function.
int idle_socket_count() const {
return idle_socket_count_;
}
// See ClientSocketPool::IdleSocketCountInGroup() for documentation on this
// function.
int IdleSocketCountInGroup(const std::string& group_name) const;
// See ClientSocketPool::GetLoadState() for documentation on this function.
LoadState GetLoadState(const std::string& group_name,
const ClientSocketHandle* handle) const;
base::TimeDelta ConnectRetryInterval() const {
// TODO(mbelshe): Make this tuned dynamically based on measured RTT.
// For now, just use the max retry interval.
return base::TimeDelta::FromMilliseconds(
ClientSocketPool::kMaxConnectRetryIntervalMs);
}
int NumUnassignedConnectJobsInGroup(const std::string& group_name) const {
return group_map_.find(group_name)->second->unassigned_job_count();
}
int NumConnectJobsInGroup(const std::string& group_name) const {
return group_map_.find(group_name)->second->jobs().size();
}
int NumActiveSocketsInGroup(const std::string& group_name) const {
return group_map_.find(group_name)->second->active_socket_count();
}
bool HasGroup(const std::string& group_name) const;
// Called to enable/disable cleaning up idle sockets. When enabled,
// idle sockets that have been around for longer than a period defined
// by kCleanupInterval are cleaned up using a timer. Otherwise they are
// closed next time client makes a request. This may reduce network
// activity and power consumption.
static bool cleanup_timer_enabled();
static bool set_cleanup_timer_enabled(bool enabled);
// Closes all idle sockets if |force| is true. Else, only closes idle
// sockets that timed out or can't be reused. Made public for testing.
void CleanupIdleSockets(bool force);
// Closes one idle socket. Picks the first one encountered.
// TODO(willchan): Consider a better algorithm for doing this. Perhaps we
// should keep an ordered list of idle sockets, and close them in order.
// Requires maintaining more state. It's not clear if it's worth it since
// I'm not sure if we hit this situation often.
bool CloseOneIdleSocket();
// Checks layered pools to see if they can close an idle connection.
bool CloseOneIdleConnectionInLayeredPool();
// See ClientSocketPool::GetInfoAsValue for documentation on this function.
base::DictionaryValue* GetInfoAsValue(const std::string& name,
const std::string& type) const;
base::TimeDelta ConnectionTimeout() const {
return connect_job_factory_->ConnectionTimeout();
}
static bool connect_backup_jobs_enabled();
static bool set_connect_backup_jobs_enabled(bool enabled);
void EnableConnectBackupJobs();
// ConnectJob::Delegate methods:
virtual void OnConnectJobComplete(int result, ConnectJob* job) OVERRIDE;
// NetworkChangeNotifier::IPAddressObserver methods:
virtual void OnIPAddressChanged() OVERRIDE;
private:
friend class base::RefCounted<ClientSocketPoolBaseHelper>;
// Entry for a persistent socket which became idle at time |start_time|.
struct IdleSocket {
IdleSocket() : socket(NULL) {}
// 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()).
// |timeout| is the length of time to wait before timing out an idle socket.
//
// 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, base::TimeDelta timeout) const;
StreamSocket* socket;
base::TimeTicks start_time;
};
typedef std::deque<const Request* > RequestQueue;
typedef std::map<const ClientSocketHandle*, const 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.
// |active_socket_count| tracks the number of sockets held by clients.
class Group {
public:
Group();
~Group();
bool IsEmpty() const {
return active_socket_count_ == 0 && idle_sockets_.empty() &&
jobs_.empty() && pending_requests_.empty();
}
bool HasAvailableSocketSlot(int max_sockets_per_group) const {
return NumActiveSocketSlots() < max_sockets_per_group;
}
int NumActiveSocketSlots() const {
return active_socket_count_ + static_cast<int>(jobs_.size()) +
static_cast<int>(idle_sockets_.size());
}
bool IsStalledOnPoolMaxSockets(int max_sockets_per_group) const {
return HasAvailableSocketSlot(max_sockets_per_group) &&
pending_requests_.size() > jobs_.size();
}
RequestPriority TopPendingPriority() const {
return pending_requests_.front()->priority();
}
bool HasBackupJob() const { return weak_factory_.HasWeakPtrs(); }
void CleanupBackupJob() {
weak_factory_.InvalidateWeakPtrs();
}
// Set a timer to create a backup socket if it takes too long to create one.
void StartBackupSocketTimer(const std::string& group_name,
ClientSocketPoolBaseHelper* pool);
// If there's a ConnectJob that's never been assigned to Request,
// decrements |unassigned_job_count_| and returns true.
// Otherwise, returns false.
bool TryToUseUnassignedConnectJob();
void AddJob(ConnectJob* job, bool is_preconnect);
void RemoveJob(ConnectJob* job);
void RemoveAllJobs();
void IncrementActiveSocketCount() { active_socket_count_++; }
void DecrementActiveSocketCount() { active_socket_count_--; }
int unassigned_job_count() const { return unassigned_job_count_; }
const std::set<ConnectJob*>& jobs() const { return jobs_; }
const std::list<IdleSocket>& idle_sockets() const { return idle_sockets_; }
const RequestQueue& pending_requests() const { return pending_requests_; }
int active_socket_count() const { return active_socket_count_; }
RequestQueue* mutable_pending_requests() { return &pending_requests_; }
std::list<IdleSocket>* mutable_idle_sockets() { return &idle_sockets_; }
private:
// Called when the backup socket timer fires.
void OnBackupSocketTimerFired(
std::string group_name,
ClientSocketPoolBaseHelper* pool);
// Checks that |unassigned_job_count_| does not execeed the number of
// ConnectJobs.
void SanityCheck();
// Total number of ConnectJobs that have never been assigned to a Request.
// Since jobs use late binding to requests, which ConnectJobs have or have
// not been assigned to a request are not tracked. This is incremented on
// preconnect and decremented when a preconnect is assigned, or when there
// are fewer than |unassigned_job_count_| ConnectJobs. Not incremented
// when a request is cancelled.
size_t unassigned_job_count_;
std::list<IdleSocket> idle_sockets_;
std::set<ConnectJob*> jobs_;
RequestQueue pending_requests_;
int active_socket_count_; // number of active sockets used by clients
// A factory to pin the backup_job tasks.
base::WeakPtrFactory<Group> weak_factory_;
};
typedef std::map<std::string, Group*> GroupMap;
typedef std::set<ConnectJob*> ConnectJobSet;
struct CallbackResultPair {
CallbackResultPair();
CallbackResultPair(const CompletionCallback& callback_in, int result_in);
~CallbackResultPair();
CompletionCallback callback;
int result;
};
typedef std::map<const ClientSocketHandle*, CallbackResultPair>
PendingCallbackMap;
static void InsertRequestIntoQueue(const Request* r,
RequestQueue* pending_requests);
static const Request* RemoveRequestFromQueue(const RequestQueue::iterator& it,
Group* group);
Group* GetOrCreateGroup(const std::string& group_name);
void RemoveGroup(const std::string& group_name);
void RemoveGroup(GroupMap::iterator it);
// Called when the number of idle sockets changes.
void IncrementIdleCount();
void DecrementIdleCount();
// Start cleanup timer for idle sockets.
void StartIdleSocketTimer();
// Scans the group map for groups which have an available socket slot and
// at least one pending request. Returns true if any groups are stalled, and
// if so (and if both |group| and |group_name| are not NULL), fills |group|
// and |group_name| with data of the stalled group having highest priority.
bool FindTopStalledGroup(Group** group, std::string* group_name) const;
// 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 |job| from |connect_job_set_|. Also updates |group| if non-NULL.
void RemoveConnectJob(ConnectJob* job, Group* group);
// Tries to see if we can handle any more requests for |group|.
void OnAvailableSocketSlot(const std::string& group_name, Group* group);
// Process a pending socket request for a group.
void ProcessPendingRequest(const std::string& group_name, Group* group);
// Assigns |socket| to |handle| and updates |group|'s counters appropriately.
void HandOutSocket(StreamSocket* socket,
bool reused,
ClientSocketHandle* handle,
base::TimeDelta time_idle,
Group* group,
const BoundNetLog& net_log);
// Adds |socket| to the list of idle sockets for |group|.
void AddIdleSocket(StreamSocket* socket, Group* group);
// Iterates through |group_map_|, canceling all ConnectJobs and deleting
// groups if they are no longer needed.
void CancelAllConnectJobs();
// Iterates through |group_map_|, posting |error| callbacks for all
// requests, and then deleting groups if they are no longer needed.
void CancelAllRequestsWithError(int error);
// Returns true if we can't create any more sockets due to the total limit.
bool ReachedMaxSocketsLimit() const;
// This is the internal implementation of RequestSocket(). It differs in that
// it does not handle logging into NetLog of the queueing status of
// |request|.
int RequestSocketInternal(const std::string& group_name,
const Request* request);
// Assigns an idle socket for the group to the request.
// Returns |true| if an idle socket is available, false otherwise.
bool AssignIdleSocketToRequest(const Request* request, Group* group);
static void LogBoundConnectJobToRequest(
const NetLog::Source& connect_job_source, const Request* request);
// Same as CloseOneIdleSocket() except it won't close an idle socket in
// |group|. If |group| is NULL, it is ignored. Returns true if it closed a
// socket.
bool CloseOneIdleSocketExceptInGroup(const Group* group);
// Checks if there are stalled socket groups that should be notified
// for possible wakeup.
void CheckForStalledSocketGroups();
// Posts a task to call InvokeUserCallback() on the next iteration through the
// current message loop. Inserts |callback| into |pending_callback_map_|,
// keyed by |handle|.
void InvokeUserCallbackLater(
ClientSocketHandle* handle, const CompletionCallback& callback, int rv);
// Invokes the user callback for |handle|. By the time this task has run,
// it's possible that the request has been cancelled, so |handle| may not
// exist in |pending_callback_map_|. We look up the callback and result code
// in |pending_callback_map_|.
void InvokeUserCallback(ClientSocketHandle* handle);
GroupMap group_map_;
// Map of the ClientSocketHandles for which we have a pending Task to invoke a
// callback. This is necessary since, before we invoke said callback, it's
// possible that the request is cancelled.
PendingCallbackMap pending_callback_map_;
// Timer used to periodically prune idle sockets that timed out or can't be
// reused.
base::RepeatingTimer<ClientSocketPoolBaseHelper> timer_;
// The total number of idle sockets in the system.
int idle_socket_count_;
// Number of connecting sockets across all groups.
int connecting_socket_count_;
// Number of connected sockets we handed out across all groups.
int handed_out_socket_count_;
// The maximum total number of sockets. See ReachedMaxSocketsLimit.
const int max_sockets_;
// The maximum number of sockets kept per group.
const int max_sockets_per_group_;
// Whether to use timer to cleanup idle sockets.
bool use_cleanup_timer_;
// The time to wait until closing idle sockets.
const base::TimeDelta unused_idle_socket_timeout_;
const base::TimeDelta used_idle_socket_timeout_;
const scoped_ptr<ConnectJobFactory> connect_job_factory_;
// TODO(vandebo) Remove when backup jobs move to TransportClientSocketPool
bool connect_backup_jobs_enabled_;
// A unique id for the pool. It gets incremented every time we
// FlushWithError() the pool. This is so that when sockets get released back
// to the pool, we can make sure that they are discarded rather than reused.
int pool_generation_number_;
std::set<LayeredPool*> higher_layer_pools_;
base::WeakPtrFactory<ClientSocketPoolBaseHelper> weak_factory_;
DISALLOW_COPY_AND_ASSIGN(ClientSocketPoolBaseHelper);
};
} // namespace internal
template <typename SocketParams>
class ClientSocketPoolBase {
public:
class Request : public internal::ClientSocketPoolBaseHelper::Request {
public:
Request(ClientSocketHandle* handle,
const CompletionCallback& callback,
RequestPriority priority,
internal::ClientSocketPoolBaseHelper::Flags flags,
bool ignore_limits,
const scoped_refptr<SocketParams>& params,
const BoundNetLog& net_log)
: internal::ClientSocketPoolBaseHelper::Request(
handle, callback, priority, ignore_limits, flags, net_log),
params_(params) {}
const scoped_refptr<SocketParams>& params() const { return params_; }
private:
const scoped_refptr<SocketParams> params_;
};
class ConnectJobFactory {
public:
ConnectJobFactory() {}
virtual ~ConnectJobFactory() {}
virtual ConnectJob* NewConnectJob(
const std::string& group_name,
const Request& request,
ConnectJob::Delegate* delegate) const = 0;
virtual base::TimeDelta ConnectionTimeout() const = 0;
private:
DISALLOW_COPY_AND_ASSIGN(ConnectJobFactory);
};
// |max_sockets| is the maximum number of sockets to be maintained by this
// ClientSocketPool. |max_sockets_per_group| specifies the maximum number of
// sockets a "group" can have. |unused_idle_socket_timeout| specifies how
// long to leave an unused idle socket open before closing it.
// |used_idle_socket_timeout| specifies how long to leave a previously used
// idle socket open before closing it.
ClientSocketPoolBase(
int max_sockets,
int max_sockets_per_group,
ClientSocketPoolHistograms* histograms,
base::TimeDelta unused_idle_socket_timeout,
base::TimeDelta used_idle_socket_timeout,
ConnectJobFactory* connect_job_factory)
: histograms_(histograms),
helper_(max_sockets, max_sockets_per_group,
unused_idle_socket_timeout, used_idle_socket_timeout,
new ConnectJobFactoryAdaptor(connect_job_factory)) {}
virtual ~ClientSocketPoolBase() {}
// These member functions simply forward to ClientSocketPoolBaseHelper.
void AddLayeredPool(LayeredPool* pool) {
helper_.AddLayeredPool(pool);
}
void RemoveLayeredPool(LayeredPool* pool) {
helper_.RemoveLayeredPool(pool);
}
// RequestSocket bundles up the parameters into a Request and then forwards to
// ClientSocketPoolBaseHelper::RequestSocket().
int RequestSocket(const std::string& group_name,
const scoped_refptr<SocketParams>& params,
RequestPriority priority,
ClientSocketHandle* handle,
const CompletionCallback& callback,
const BoundNetLog& net_log) {
Request* request =
new Request(handle, callback, priority,
internal::ClientSocketPoolBaseHelper::NORMAL,
params->ignore_limits(),
params, net_log);
return helper_.RequestSocket(group_name, request);
}
// RequestSockets bundles up the parameters into a Request and then forwards
// to ClientSocketPoolBaseHelper::RequestSockets(). Note that it assigns the
// priority to LOWEST and specifies the NO_IDLE_SOCKETS flag.
void RequestSockets(const std::string& group_name,
const scoped_refptr<SocketParams>& params,
int num_sockets,
const BoundNetLog& net_log) {
const Request request(NULL /* no handle */,
CompletionCallback(),
LOWEST,
internal::ClientSocketPoolBaseHelper::NO_IDLE_SOCKETS,
params->ignore_limits(),
params,
net_log);
helper_.RequestSockets(group_name, request, num_sockets);
}
void CancelRequest(const std::string& group_name,
ClientSocketHandle* handle) {
return helper_.CancelRequest(group_name, handle);
}
void ReleaseSocket(const std::string& group_name, StreamSocket* socket,
int id) {
return helper_.ReleaseSocket(group_name, socket, id);
}
void FlushWithError(int error) { helper_.FlushWithError(error); }
bool IsStalled() const { return helper_.IsStalled(); }
void CloseIdleSockets() { return helper_.CloseIdleSockets(); }
int idle_socket_count() const { return helper_.idle_socket_count(); }
int IdleSocketCountInGroup(const std::string& group_name) const {
return helper_.IdleSocketCountInGroup(group_name);
}
LoadState GetLoadState(const std::string& group_name,
const ClientSocketHandle* handle) const {
return helper_.GetLoadState(group_name, handle);
}
virtual void OnConnectJobComplete(int result, ConnectJob* job) {
return helper_.OnConnectJobComplete(result, job);
}
int NumUnassignedConnectJobsInGroup(const std::string& group_name) const {
return helper_.NumUnassignedConnectJobsInGroup(group_name);
}
int NumConnectJobsInGroup(const std::string& group_name) const {
return helper_.NumConnectJobsInGroup(group_name);
}
int NumActiveSocketsInGroup(const std::string& group_name) const {
return helper_.NumActiveSocketsInGroup(group_name);
}
bool HasGroup(const std::string& group_name) const {
return helper_.HasGroup(group_name);
}
void CleanupIdleSockets(bool force) {
return helper_.CleanupIdleSockets(force);
}
base::DictionaryValue* GetInfoAsValue(const std::string& name,
const std::string& type) const {
return helper_.GetInfoAsValue(name, type);
}
base::TimeDelta ConnectionTimeout() const {
return helper_.ConnectionTimeout();
}
ClientSocketPoolHistograms* histograms() const {
return histograms_;
}
void EnableConnectBackupJobs() { helper_.EnableConnectBackupJobs(); }
bool CloseOneIdleSocket() { return helper_.CloseOneIdleSocket(); }
bool CloseOneIdleConnectionInLayeredPool() {
return helper_.CloseOneIdleConnectionInLayeredPool();
}
private:
// This adaptor class exists to bridge the
// internal::ClientSocketPoolBaseHelper::ConnectJobFactory and
// ClientSocketPoolBase::ConnectJobFactory types, allowing clients to use the
// typesafe ClientSocketPoolBase::ConnectJobFactory, rather than having to
// static_cast themselves.
class ConnectJobFactoryAdaptor
: public internal::ClientSocketPoolBaseHelper::ConnectJobFactory {
public:
typedef typename ClientSocketPoolBase<SocketParams>::ConnectJobFactory
ConnectJobFactory;
explicit ConnectJobFactoryAdaptor(ConnectJobFactory* connect_job_factory)
: connect_job_factory_(connect_job_factory) {}
virtual ~ConnectJobFactoryAdaptor() {}
virtual ConnectJob* NewConnectJob(
const std::string& group_name,
const internal::ClientSocketPoolBaseHelper::Request& request,
ConnectJob::Delegate* delegate) const {
const Request* casted_request = static_cast<const Request*>(&request);
return connect_job_factory_->NewConnectJob(
group_name, *casted_request, delegate);
}
virtual base::TimeDelta ConnectionTimeout() const {
return connect_job_factory_->ConnectionTimeout();
}
const scoped_ptr<ConnectJobFactory> connect_job_factory_;
};
// Histograms for the pool
ClientSocketPoolHistograms* const histograms_;
internal::ClientSocketPoolBaseHelper helper_;
DISALLOW_COPY_AND_ASSIGN(ClientSocketPoolBase);
};
} // namespace net
#endif // NET_SOCKET_CLIENT_SOCKET_POOL_BASE_H_