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// 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.
#ifndef MEDIA_AUDIO_ASYNC_SOCKET_IO_HANDLER_H_
#define MEDIA_AUDIO_ASYNC_SOCKET_IO_HANDLER_H_
#include "base/message_loop.h"
#include "base/sync_socket.h"
#include "base/threading/non_thread_safe.h"
#include "media/base/media_export.h"
namespace media {
// The message loop callback interface is different based on platforms.
#if defined(OS_WIN)
typedef MessageLoopForIO::IOHandler MessageLoopIOHandler;
#elif defined(OS_POSIX)
typedef MessageLoopForIO::Watcher MessageLoopIOHandler;
#endif
// Extends the CancelableSyncSocket class to allow reading from a socket
// asynchronously on a TYPE_IO message loop thread. This makes it easy to share
// a thread that uses a message loop (e.g. for IPC and other things) and not
// require a separate thread to read from the socket.
//
// Example usage (also see the unit tests):
//
// class SocketReader {
// public:
// SocketReader(base::CancelableSyncSocket* socket)
// : socket_(socket), buffer_() {
// io_handler.Initialize(socket_->handle(),
// base::Bind(&SocketReader::OnDataAvailable,
// base::Unretained(this));
// }
//
// void AsyncRead() {
// CHECK(io_handler.Read(&buffer_[0], sizeof(buffer_)));
// }
//
// private:
// void OnDataAvailable(int bytes_read) {
// if (ProcessData(&buffer_[0], bytes_read)) {
// // Issue another read.
// CHECK(io_handler.Read(&buffer_[0], sizeof(buffer_)));
// }
// }
//
// media::AsyncSocketIoHandler io_handler;
// base::CancelableSyncSocket* socket_;
// char buffer_[kBufferSize];
// };
//
class MEDIA_EXPORT AsyncSocketIoHandler
: public NON_EXPORTED_BASE(base::NonThreadSafe),
public NON_EXPORTED_BASE(MessageLoopIOHandler) {
public:
AsyncSocketIoHandler();
virtual ~AsyncSocketIoHandler();
// Type definition for the callback. The parameter tells how many
// bytes were read and is 0 if an error occurred.
typedef base::Callback<void(int)> ReadCompleteCallback;
// Initializes the AsyncSocketIoHandler by hooking it up to the current
// thread's message loop (must be TYPE_IO), to do async reads from the socket
// on the current thread. The |callback| will be invoked whenever a Read()
// has completed.
bool Initialize(base::SyncSocket::Handle socket,
const ReadCompleteCallback& callback);
// Attempts to read from the socket. The return value will be |false|
// if an error occurred and |true| if data was read or a pending read
// was issued. Regardless of async or sync operation, the
// ReadCompleteCallback (see above) will be called when data is available.
bool Read(char* buffer, int buffer_len);
private:
#if defined(OS_WIN)
// Implementation of IOHandler on Windows.
virtual void OnIOCompleted(MessageLoopForIO::IOContext* context,
DWORD bytes_transfered,
DWORD error) OVERRIDE;
#elif defined(OS_POSIX)
// Implementation of MessageLoopForIO::Watcher.
virtual void OnFileCanWriteWithoutBlocking(int socket) OVERRIDE {}
virtual void OnFileCanReadWithoutBlocking(int socket) OVERRIDE;
void EnsureWatchingSocket();
#endif
base::SyncSocket::Handle socket_;
#if defined(OS_WIN)
MessageLoopForIO::IOContext* context_;
bool is_pending_;
#elif defined(OS_POSIX)
MessageLoopForIO::FileDescriptorWatcher socket_watcher_;
// |pending_buffer_| and |pending_buffer_len_| are valid only between
// Read() and OnFileCanReadWithoutBlocking().
char* pending_buffer_;
int pending_buffer_len_;
// |true| iff the message loop is watching the socket for IO events.
bool is_watching_;
#endif
ReadCompleteCallback read_complete_;
DISALLOW_COPY_AND_ASSIGN(AsyncSocketIoHandler);
};
} // namespace media.
#endif // MEDIA_AUDIO_ASYNC_SOCKET_IO_HANDLER_H_