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bd01171861
That way, other clients can still be serviced by the server.
65 lines
1.4 KiB
C++
65 lines
1.4 KiB
C++
#ifndef remote_hh_INCLUDED
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#define remote_hh_INCLUDED
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#include "coord.hh"
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#include "env_vars.hh"
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#include "exception.hh"
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#include "user_interface.hh"
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#include "utils.hh"
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#include <memory>
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namespace Kakoune
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{
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struct peer_disconnected {};
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struct connection_failed : runtime_error
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{
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connection_failed(StringView filename)
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: runtime_error{format("connect to {} failed", filename)}
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{}
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};
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class FDWatcher;
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// A remote client handle communication between a client running on the server
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// and a user interface running on the local process.
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class RemoteClient
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{
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public:
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RemoteClient(StringView session, std::unique_ptr<UserInterface>&& ui,
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const EnvVarMap& env_vars, StringView init_command);
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private:
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void process_available_messages();
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void process_next_message();
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void write_next_key();
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std::unique_ptr<UserInterface> m_ui;
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std::unique_ptr<FDWatcher> m_socket_watcher;
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};
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void send_command(StringView session, StringView command);
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struct Server : public Singleton<Server>
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{
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Server(String session_name);
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~Server();
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const String& session() const { return m_session; }
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void close_session(bool do_unlink = true);
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private:
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class Accepter;
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void remove_accepter(Accepter* accepter);
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String m_session;
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std::unique_ptr<FDWatcher> m_listener;
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Vector<std::unique_ptr<Accepter>> m_accepters;
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};
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}
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#endif // remote_hh_INCLUDED
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