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/*
    Copied from PLIB into SimGear
    
     PLIB - A Suite of Portable Game Libraries
     Copyright (C) 1998,2002  Steve Baker
 
     This library is free software; you can redistribute it and/or
     modify it under the terms of the GNU Library General Public
     License as published by the Free Software Foundation; either
     version 2 of the License, or (at your option) any later version.
 
     This library is distributed in the hope that it will be useful,
     but WITHOUT ANY WARRANTY; without even the implied warranty of
     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     Library General Public License for more details.
 
     You should have received a copy of the GNU Library General Public
     License along with this library; if not, write to the Free Software
     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301, USA
 
     For further information visit http://plib.sourceforge.net

     $Id: netBuffer.h 1901 2004-03-21 18:19:11Z sjbaker $
*/

/****
* NAME
*   netBuffer - network buffer class
*
* DESCRIPTION
*   Clients and servers built on top of netBufferChannel
*   automatically support pipelining.
*
*   Pipelining refers to a protocol capability. Normally,
*   a conversation with a server has a back-and-forth
*   quality to it.  The client sends a command, and
*   waits for the response. If a client needs to send
*   many commands over a high-latency connection,
*   waiting for each response can take a long time. 
*
*   For example, when sending a mail message to many recipients
*   with SMTP, the client will send a series of RCPT commands, one
*   for each recipient. For each of these commands, the server will
*   send back a reply indicating whether the mailbox specified is
*   valid. If you want to send a message to several hundred recipients,
*   this can be rather tedious if the round-trip time for each command
*   is long. You'd like to be able to send a bunch of RCPT commands
*   in one batch, and then count off the responses to them as they come. 
*
*   I have a favorite visual when explaining the advantages of
*   pipelining. Imagine each request to the server is a boxcar on a train.
*   The client is in Los Angeles, and the server is in New York.
*   Pipelining lets you hook all your cars in one long chain; send
*   them to New York, where they are filled and sent back to you.
*   Without pipelining you have to send one car at a time. 
*
*   Not all protocols allow pipelining. Not all servers support it;
*   Sendmail, for example, does not support pipelining because it tends
*   to fork unpredictably, leaving buffered data in a questionable state.
*   A recent extension to the SMTP protocol allows a server to specify
*   whether it supports pipelining. HTTP/1.1 explicitly requires that
*   a server support pipelining. 
*
* NOTES
*   When a user passes in a buffer object, it belongs to
*   the user.  When the library gives a buffer to the user,
*   the user should copy it.
*
* AUTHORS
*   Sam Rushing <rushing@nightmare.com> - original version for Medusa
*   Dave McClurg <dpm@efn.org> - modified for use in PLIB
*
* CREATION DATE
*   Dec-2000
*
****/

#ifndef SG_NET_BUFFER_H
#define SG_NET_BUFFER_H

#include <simgear/io/sg_netChannel.hxx>

namespace simgear
{

// ===========================================================================
// NetBuffer
// ===========================================================================

class NetBuffer
{
protected:
  int length ;
  int max_length ;
  char* data ;

public:
  NetBuffer( int _max_length );
  ~NetBuffer ();
  int getLength() const { return length ; }
  int getMaxLength() const { return max_length ; }

  /*
  **  getData() returns a pointer to the data
  **  Note: a zero (0) byte is appended for convenience
  **  but the data may have internal zero (0) bytes already
  */
  char* getData() { data [length] = 0 ; return data ; }
  const char* getData() const { ((char*)data) [length] = 0 ; return data ; }

  void remove ();
  void remove (int pos, int n);
  bool append (const char* s, int n);
  bool append (int n);
};

// ===========================================================================
// NetBufferChannel
// ===========================================================================

class NetBufferChannel : public NetChannel
{
  NetBuffer in_buffer;
  NetBuffer out_buffer;
  int should_close ;
  
  virtual bool readable (void)
  {
    return (NetChannel::readable() &&
      (in_buffer.getLength() < in_buffer.getMaxLength()));
  }

  virtual void handleRead (void) ;

  virtual bool writable (void)
  {
    return (out_buffer.getLength() || should_close);
  }

  virtual void handleWrite (void) ;

public:

  NetBufferChannel (int in_buffer_size = 4096, int out_buffer_size = 16384);
  virtual void handleClose ( void );
  
  void closeWhenDone (void) { should_close = 1 ; }

  virtual bool bufferSend (const char* msg, int msg_len);
  virtual void handleBufferRead (NetBuffer& buffer);
};

} // namespace simgear

#endif // SG_NET_BUFFER_H