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d577d457e3
before arming. This should reduce spurious double taps.
415 lines
11 KiB
C++
415 lines
11 KiB
C++
/*
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* synergy -- mouse and keyboard sharing utility
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* Copyright (C) 2002 Chris Schoeneman
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*
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* This package is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* found in the file COPYING that should have accompanied this file.
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*
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* This package is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*/
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#ifndef CSERVER_H
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#define CSERVER_H
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#include "IServer.h"
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#include "IPrimaryScreenReceiver.h"
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#include "CConfig.h"
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#include "CClipboard.h"
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#include "CCondVar.h"
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#include "CMutex.h"
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#include "CThread.h"
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#include "CJobList.h"
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#include "CStopwatch.h"
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#include "stdlist.h"
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#include "stdmap.h"
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#include "stdvector.h"
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class CClientProxy;
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class CHTTPServer;
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class CPrimaryClient;
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class IClient;
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class IDataSocket;
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class IPrimaryScreenFactory;
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class IServerProtocol;
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class ISocketFactory;
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class IStreamFilterFactory;
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//! Synergy server
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/*!
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This class implements the top-level server algorithms for synergy.
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*/
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class CServer : public IServer, public IPrimaryScreenReceiver {
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public:
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enum EStatus {
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kNotRunning,
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kRunning,
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kServerNameUnknown,
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kError,
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kMaxStatus
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};
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/*!
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The server will look itself up in the configuration using \c serverName
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as its name.
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*/
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CServer(const CString& serverName);
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~CServer();
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//! @name manipulators
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//@{
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//! Open server
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/*!
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Open the server. Throws XScreenUnavailable if the server's
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screen cannot be opened but might be available after some time.
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Otherwise throws some other exception if the server's screen or
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the server cannot be opened and retrying won't help.
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*/
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void open();
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//! Server main loop
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/*!
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Run server's event loop and return when exitMainLoop() is called.
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This must be called between a successful open() and close().
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(cancellation point)
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*/
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void mainLoop();
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//! Exit event loop
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/*!
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Force mainLoop() to return. This call can return before
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mainLoop() does (i.e. asynchronously). This may only be
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called between a successful open() and close().
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*/
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void exitMainLoop();
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//! Close server
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/*!
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Close the server.
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*/
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void close();
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//! Set configuration
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/*!
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Change the server's configuration. Returns true iff the new
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configuration was accepted (it must include the server's name).
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This will disconnect any clients no longer in the configuration.
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*/
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bool setConfig(const CConfig&);
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//! Set primary screen factory
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/*!
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Sets the factory for creating primary screens. This must be
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set before calling open(). This object takes ownership of the
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factory.
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*/
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void setScreenFactory(IPrimaryScreenFactory*);
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//! Set socket factory
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/*!
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Sets the factory used to create a socket to connect to the server.
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This must be set before calling mainLoop(). This object takes
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ownership of the factory.
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*/
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void setSocketFactory(ISocketFactory*);
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//! Set stream filter factory
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/*!
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Sets the factory used to filter the socket streams used to
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communicate with the server. This object takes ownership
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of the factory.
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*/
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void setStreamFilterFactory(IStreamFilterFactory*);
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//! Add a job to notify of status changes
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/*!
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The added job is run whenever the server's status changes in
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certain externally visible ways. The client keeps ownership
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of the job.
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*/
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void addStatusJob(IJob*);
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//! Remove a job to notify of status changes
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/*!
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Removes a previously added status notification job. A job can
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remove itself when called but must not remove any other jobs.
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The client keeps ownership of the job.
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*/
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void removeStatusJob(IJob*);
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//@}
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//! @name accessors
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//@{
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//! Get configuration
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/*!
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Returns the current configuration.
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*/
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void getConfig(CConfig*) const;
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//! Get name
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/*!
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Returns the server's name passed to the c'tor
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*/
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CString getPrimaryScreenName() const;
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//! Get number of connected clients
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/*!
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Returns the number of connected clients, including the server itself.
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*/
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UInt32 getNumClients() const;
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//! Get the list of connected clients
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/*!
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Set the \c list to the names of the currently connected clients.
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*/
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void getClients(std::vector<CString>& list) const;
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//! Get the status
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/*!
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Returns the current status and status message.
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*/
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EStatus getStatus(CString* = NULL) const;
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//@}
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// IServer overrides
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virtual void onError();
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virtual void onInfoChanged(const CString&, const CClientInfo&);
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virtual bool onGrabClipboard(const CString&, ClipboardID, UInt32);
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virtual void onClipboardChanged(ClipboardID, UInt32, const CString&);
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// IPrimaryScreenReceiver overrides
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virtual void onScreensaver(bool activated);
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virtual void onOneShotTimerExpired(UInt32 id);
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virtual void onKeyDown(KeyID, KeyModifierMask, KeyButton);
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virtual void onKeyUp(KeyID, KeyModifierMask, KeyButton);
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virtual void onKeyRepeat(KeyID, KeyModifierMask,
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SInt32 count, KeyButton);
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virtual void onMouseDown(ButtonID);
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virtual void onMouseUp(ButtonID);
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virtual bool onMouseMovePrimary(SInt32 x, SInt32 y);
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virtual void onMouseMoveSecondary(SInt32 dx, SInt32 dy);
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virtual void onMouseWheel(SInt32 delta);
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protected:
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//! Handle special keys
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/*!
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Handles keys with special meaning.
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*/
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bool onCommandKey(KeyID, KeyModifierMask, bool down);
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//! Exit event loop and note an error condition
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/*!
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Force mainLoop() to return by throwing an exception. This call
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can return before mainLoop() does (i.e. asynchronously). This
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may only be called between a successful open() and close().
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*/
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void exitMainLoopWithError();
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private:
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typedef std::list<CThread> CThreadList;
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// notify status jobs of a change
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void runStatusJobs() const;
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// set new status
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void setStatus(EStatus, const char* msg = NULL);
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// get the sides of the primary screen that have neighbors
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UInt32 getActivePrimarySides() const;
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// handle mouse motion
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bool onMouseMovePrimaryNoLock(SInt32 x, SInt32 y);
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void onMouseMoveSecondaryNoLock(SInt32 dx, SInt32 dy);
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// set the clipboard
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void onClipboardChangedNoLock(ClipboardID,
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UInt32 seqNum, const CString& data);
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// returns true iff mouse should be locked to the current screen
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bool isLockedToScreenNoLock() const;
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// change the active screen
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void switchScreen(IClient*,
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SInt32 x, SInt32 y, bool forScreenSaver);
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// lookup neighboring screen
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IClient* getNeighbor(IClient*, EDirection) const;
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// lookup neighboring screen. given a position relative to the
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// source screen, find the screen we should move onto and where.
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// if the position is sufficiently far from the source then we
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// cross multiple screens. if there is no suitable screen then
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// return NULL and x,y are not modified.
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IClient* getNeighbor(IClient*, EDirection,
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SInt32& x, SInt32& y) const;
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// test if a switch is permitted. this includes testing user
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// options like switch delay and tracking any state required to
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// implement them. returns true iff a switch is permitted.
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bool isSwitchOkay(IClient* dst, EDirection,
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SInt32 x, SInt32 y);
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// update switch state due to a mouse move that doesn't try to
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// switch screens.
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void onNoSwitch(bool inTapZone);
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// reset switch wait state
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void clearSwitchState();
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// send screen options to \c client
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void sendOptions(IClient* client) const;
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// open/close the primary screen
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void openPrimaryScreen();
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void closePrimaryScreen();
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// update the clipboard if owned by the primary screen
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void updatePrimaryClipboard(ClipboardID);
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// close all clients that are *not* in config, not including the
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// primary client.
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void closeClients(const CConfig& config);
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// start a thread, adding it to the list of threads
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CThread startThread(IJob* adopted);
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// cancel running threads, waiting at most timeout seconds for
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// them to finish.
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void stopThreads(double timeout = -1.0);
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// reap threads, clearing finished threads from the thread list.
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// doReapThreads does the work on the given thread list.
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void reapThreads();
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void doReapThreads(CThreadList&);
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// thread method to accept incoming client connections
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void acceptClients(void*);
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// thread method to do client interaction
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void runClient(void*);
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CClientProxy* handshakeClient(IDataSocket*);
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// thread method to accept incoming HTTP connections
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void acceptHTTPClients(void*);
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// thread method to process HTTP requests
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void processHTTPRequest(void*);
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// connection list maintenance
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void addConnection(IClient*);
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void removeConnection(const CString& name);
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private:
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class XServerRethrow : public XBase {
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protected:
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// XBase overrides
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virtual CString getWhat() const throw();
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};
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class CClipboardInfo {
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public:
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CClipboardInfo();
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public:
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CClipboard m_clipboard;
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CString m_clipboardData;
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CString m_clipboardOwner;
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UInt32 m_clipboardSeqNum;
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};
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CMutex m_mutex;
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// the name of the primary screen
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CString m_name;
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// true if we should exit the main loop by throwing an exception.
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// this is used to propagate an exception from one of our threads
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// to the mainLoop() thread. but, since we can't make a copy of
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// the original exception, we return an arbitrary, unique
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// exception type. the caller of mainLoop() cannot catch this
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// exception except through XBase or ....
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bool m_error;
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// how long to wait to bind our socket until we give up
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double m_bindTimeout;
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// factories
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IPrimaryScreenFactory* m_screenFactory;
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ISocketFactory* m_socketFactory;
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IStreamFilterFactory* m_streamFilterFactory;
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// running threads
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CThreadList m_threads;
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CThread* m_acceptClientThread;
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// the screens
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typedef std::map<CString, IClient*> CClientList;
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typedef std::map<CString, CThread> CClientThreadList;
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// all clients indexed by name
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CClientList m_clients;
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// run thread of all secondary screen clients. does not include the
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// primary screen's run thread.
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CClientThreadList m_clientThreads;
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// the primary screen client
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CPrimaryClient* m_primaryClient;
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// the client with focus
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IClient* m_active;
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// the sequence number of enter messages
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UInt32 m_seqNum;
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// current mouse position (in absolute secondary screen coordinates)
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SInt32 m_x, m_y;
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// current configuration
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CConfig m_config;
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// clipboard cache
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CClipboardInfo m_clipboards[kClipboardEnd];
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// state saved when screen saver activates
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IClient* m_activeSaver;
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SInt32 m_xSaver, m_ySaver;
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// HTTP request processing stuff
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CHTTPServer* m_httpServer;
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CCondVar<SInt32> m_httpAvailable;
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static const SInt32 s_httpMaxSimultaneousRequests;
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// common state for screen switch tests. all tests are always
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// trying to reach the same screen in the same direction.
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EDirection m_switchDir;
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IClient* m_switchScreen;
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// state for delayed screen switching
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double m_switchWaitDelay;
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UInt32 m_switchWaitTimer;
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bool m_switchWaitEngaged;
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SInt32 m_switchWaitX, m_switchWaitY;
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// state for double-tap screen switching
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double m_switchTwoTapDelay;
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CStopwatch m_switchTwoTapTimer;
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bool m_switchTwoTapEngaged;
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bool m_switchTwoTapArmed;
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SInt32 m_switchTwoTapZone;
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// the status change jobs and status
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CJobList m_statusJobs;
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EStatus m_status;
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CString m_statusMessage;
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};
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#endif
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