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/**
* Connection implementation
*
* This is the implementation of the connection - a class that can only be
* constructed by the connection class itselves and that has all sorts of
* methods that are only useful inside the library
*
* @copyright 2014 - 2018 Copernica BV
*/
/**
* Include guard
*/
#pragma once
/**
* Dependencies
*/
#include "watchable.h"
#include "connectionhandler.h"
#include "channelimpl.h"
#include "copiedbuffer.h"
#include "monitor.h"
#include "login.h"
#include <unordered_map>
#include <memory>
#include <queue>
/**
* Set up namespace
*/
namespace AMQP {
/**
* Forward declarations
*/
class Connection;
class Buffer;
class Frame;
/**
* Class definition
*/
class ConnectionImpl : public Watchable
{
protected:
/**
* The parent connection object
* @var Connection
*/
Connection *_parent;
/**
* The connection handler
* @var ConnectionHandler
*/
ConnectionHandler *_handler;
/**
* State of the connection
* The current state is the last frame sent to the server
* @var enum
*/
enum {
state_protocol, // protocol headers are being passed
state_handshake, // busy with the handshake to open the connection
state_connected, // connection is set up and ready for communication
state_closing, // connection is busy closing (we have sent the close frame)
state_closed, // connection is closed
} _state = state_protocol;
/**
* Has the close() method been called? If this is true, we automatically
* send a close-frame after all pending operations are finsihed.
* @var bool
*/
bool _closed = false;
/**
* All channels that are active
* @var std::unordered_map<uint16_t, std::shared_ptr<ChannelImpl>>
*/
std::unordered_map<uint16_t, std::shared_ptr<ChannelImpl>> _channels;
/**
* The last unused channel ID
* @var uint16_t
*/
uint16_t _nextFreeChannel = 1;
/**
* Max number of channels (0 for unlimited)
* @var uint16_t
*/
uint16_t _maxChannels = 0;
/**
* Max frame size
* @var uint32_t
*/
uint32_t _maxFrame = 4096;
/**
* Number of expected bytes that will hold the next incoming frame
* We start with seven because that is the header of a frame
* @var uint32_t
*/
uint32_t _expected = 7;
/**
* The login for the server (login, password)
* @var Login
*/
Login _login;
/**
* Vhost to connect to
* @var string
*/
std::string _vhost;
/**
* Queued messages that should be sent after the connection has been established
* @var queue
*/
std::queue<CopiedBuffer> _queue;
/**
* Helper method to send the close frame
* Return value tells if the connection is still valid
* @return bool
*/
bool sendClose();
/**
* Is any channel waiting for an answer on a synchronous call?
* @return bool
*/
bool waitingChannels() const;
/**
* Is the channel waiting for a response from the peer (server)
* @return bool
*/
bool waiting() const;
/**
* Helper method for the fail() method
* @param monitor
* @param message
* @return bool
*/
bool fail(const Monitor &monitor, const char *message);
private:
/**
* Construct an AMQP object based on full login data
*
* The first parameter is a handler object. This handler class is
* an interface that should be implemented by the caller.
*
* Note that the constructor is private to ensure that nobody can construct
* this class, only the real Connection class via a friend construct
*
* @param parent Parent connection object
* @param handler Connection handler
* @param login Login data
*/
ConnectionImpl(Connection *parent, ConnectionHandler *handler, const Login &login, const std::string &vhost);
public:
/**
* Copy'ing connections is impossible
* @param connection
*/
ConnectionImpl(const ConnectionImpl &connection) = delete;
/**
* Destructor
*/
virtual ~ConnectionImpl();
/**
* No assignments of other connections
* @param connection
* @return ConnectionImpl
*/
ConnectionImpl &operator=(const ConnectionImpl &connection) = delete;
/**
* What is the state of the connection - is the protocol handshake completed?
* @return bool
*/
bool protocolOk() const
{
// must be busy doing the connection handshake, or already connected
return _state == state_handshake || _state == state_connected;
}
/**
* Mark the protocol as being ok
* @param server properties sent by the server
* @param client properties to be send back
*/
void setProtocolOk(const Table &server, Table &client)
{
// if object is destructed
Monitor monitor(this);
// check if user-space wants to set these properties
_handler->onProperties(_parent, server, client);
// leap out if userspace destructed the object
if (!monitor.valid()) return;
// move on to handshake state
if (_state == state_protocol) _state = state_handshake;
}
/**
* Are we fully connected and ready for instructions? This is true after the initial
* protocol and login handshake were completed and the connection is not closed.
* @return bool
*/
bool ready() const
{
// state must be connected
return _state == state_connected;
}
/**
* Is (or was) the connection initialized
* @return bool
*/
bool initialized() const
{
// We are initalized if we have passed the initialized state. So we are in
// a connected, closing, or closed state.
return _state == state_connected || _state == state_closing || _state == state_closed;
}
/**
* Are we closing down?
* @return bool
*/
bool closing() const
{
// state must be connected
return _state == state_closing;
}
/**
* Are we closed?
* @return bool
*/
bool closed() const
{
// state must be connected
return _state == state_closed;
}
/**
* Is the connection in a usable state / not yet closed?
* @return bool
*/
bool usable() const
{
return (_state == state_protocol || _state == state_handshake || _state == state_connected) && !_closed;
}
/**
* Mark the connection as ready
*/
void setReady();
/**
* Retrieve the login data
* @return Login
*/
const Login &login() const
{
return _login;
}
/**
* Retrieve the vhost
* @return string
*/
const std::string &vhost() const
{
return _vhost;
}
/**
* Store the max number of channels and max number of frames
* @param channels max number of channels
* @param size max frame size
*/
void setCapacity(uint16_t channels, uint32_t size)
{
_maxChannels = channels;
_maxFrame = size;
}
/**
* The max frame size
* @return uint32_t
*/
uint32_t maxFrame() const
{
return _maxFrame;
}
/**
* The max payload size for body frames
* @return uint32_t
*/
uint32_t maxPayload() const
{
// 8 bytes for header and end-of-frame byte
return _maxFrame - 8;
}
/**
* The number of bytes that can best be passed to the next call to the parse() method
* @return uint32_t
*/
uint32_t expected() const
{
return _expected;
}
/**
* Add a channel to the connection, and return the channel ID that it
* is allowed to use, or 0 when no more ID's are available
* @param channel
* @return uint16_t
*/
uint16_t add(const std::shared_ptr<ChannelImpl> &channel);
/**
* Remove a channel
* @param channel
*/
void remove(const ChannelImpl *channel);
/**
* Parse the buffer into a recognized frame
*
* Every time that data comes in on the connection, you should call this method to parse
* the incoming data, and let it handle by the AMQP library. This method returns the number
* of bytes that were processed.
*
* If not all bytes could be processed because it only contained a partial frame, you should
* call this same method later on when more data is available. The AMQP library does not do
* any buffering, so it is up to the caller to ensure that the old data is also passed in that
* later call.
*
* @param buffer buffer to decode
* @return number of bytes that were processed
*/
uint64_t parse(const Buffer &buffer);
/**
* Fail all pending - this can be called by user-space when it is recognized that the
* underlying connection is lost. All error-handlers for all operations and open
* channels will be called. This will _not_ call ConnectionHandler::onError() method.
*
* @return bool
*/
bool fail(const char *message);
/**
* Close the connection
* This will also close all channels
* @return bool
*/
bool close();
/**
* Send a frame over the connection
*
* This is an internal method that you normally do not have to call yourself
*
* @param frame the frame to send
* @return bool
*/
bool send(const Frame &frame);
/**
* Send buffered data over the connection
*
* @param buffer the buffer with data to send
*/
bool send(CopiedBuffer &&buffer);
/**
* Get a channel by its identifier
*
* This method only works if you had already created the channel before.
* This is an internal method that you will not need if you cache the channel
* object.
*
* @param number channel identifier
* @return channel the channel object, or nullptr if not yet created
*/
std::shared_ptr<ChannelImpl> channel(int number)
{
auto iter = _channels.find(number);
return iter == _channels.end() ? nullptr : iter->second;
}
/**
* Report an error message
* @param message
*/
void reportError(const char *message);
/**
* Report that the connection is closed
*/
void reportClosed()
{
// change state
_state = state_closed;
// inform the handler
_handler->onClosed(_parent);
}
/**
* Report that the connection is blocked
* @param reason
*/
void reportBlocked(const char *reason)
{
// inform the handler
_handler->onBlocked(_parent, reason);
}
/**
* Report that the connection is unblocked
*/
void reportUnblocked()
{
// inform the handler
_handler->onUnblocked(_parent);
}
/**
* Retrieve the amount of channels this connection has
* @return std::size_t
*/
std::size_t channels() const
{
return _channels.size();
}
/**
* Set the heartbeat timeout
* @param heartbeat suggested heartbeat timeout by server
* @return uint16_t accepted heartbeat timeout from client
*/
uint16_t setHeartbeat(uint16_t heartbeat)
{
// pass to the handler
return _handler->onNegotiate(_parent, heartbeat);
}
/**
* Report a heartbeat to the connection handler
*/
void reportHeartbeat()
{
// pass to handler
_handler->onHeartbeat(_parent);
}
/**
* Send a heartbeat to keep the connection alive
* @return bool
*/
bool heartbeat();
/**
* The actual connection is a friend and can construct this class
*/
friend class Connection;
friend class ChannelImpl;
};
/**
* End of namespace
*/
}
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