Add even more of the source
This should be about everything needed to build so far?
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114
CommonUtilitiesLib/UDPSocketPool.h
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114
CommonUtilitiesLib/UDPSocketPool.h
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/*
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*
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* @APPLE_LICENSE_HEADER_START@
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*
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* Copyright (c) 1999-2008 Apple Inc. All Rights Reserved.
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*
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* This file contains Original Code and/or Modifications of Original Code
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* as defined in and that are subject to the Apple Public Source License
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* Version 2.0 (the 'License'). You may not use this file except in
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* compliance with the License. Please obtain a copy of the License at
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* http://www.opensource.apple.com/apsl/ and read it before using this
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* file.
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*
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* The Original Code and all software distributed under the License are
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* distributed on an 'AS IS' basis, WITHOUT WARRANTY OF ANY KIND, EITHER
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* EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE, QUIET ENJOYMENT OR NON-INFRINGEMENT.
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* Please see the License for the specific language governing rights and
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* limitations under the License.
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*
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* @APPLE_LICENSE_HEADER_END@
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*
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*/
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/*
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File: UDPSocketPool.h
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Contains: Object that creates & maintains UDP socket pairs in a pool.
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*/
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#ifndef __UDPSOCKETPOOL_H__
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#define __UDPSOCKETPOOL_H__
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#include "UDPDemuxer.h"
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#include "UDPSocket.h"
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#include "OSMutex.h"
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#include "OSQueue.h"
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class UDPSocketPair;
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class UDPSocketPool
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{
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public:
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UDPSocketPool() : fMutex() {}
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virtual ~UDPSocketPool() {}
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//Skanky access to member data
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OSMutex* GetMutex() { return &fMutex; }
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OSQueue* GetSocketQueue() { return &fUDPQueue; }
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//Gets a UDP socket out of the pool.
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//inIPAddr = IP address you'd like this pair to be bound to.
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//inPort = port you'd like this pair to be bound to, or 0 if you don't care
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//inSrcIPAddr = srcIP address of incoming packets for the demuxer.
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//inSrcPort = src port of incoming packets for the demuxer.
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//This may return NULL if no pair is available that meets the criteria.
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UDPSocketPair* GetUDPSocketPair(UInt32 inIPAddr, UInt16 inPort,
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UInt32 inSrcIPAddr, UInt16 inSrcPort);
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//When done using a UDP socket pair retrieved via GetUDPSocketPair, you must
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//call this function. Doing so tells the pool which UDP sockets are in use,
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//keeping the number of UDP sockets allocated at a minimum.
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void ReleaseUDPSocketPair(UDPSocketPair* inPair);
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UDPSocketPair* CreateUDPSocketPair(UInt32 inAddr, UInt16 inPort);
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protected:
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//Because UDPSocket is a base class, and this pool class is intended to be
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//a general purpose class for all types of UDP sockets (reflector, standard),
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//there must be a virtual fuction for actually constructing the derived UDP sockets
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virtual UDPSocketPair* ConstructUDPSocketPair() = 0;
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virtual void DestructUDPSocketPair(UDPSocketPair* inPair) = 0;
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virtual void SetUDPSocketOptions(UDPSocketPair* /*inPair*/) {}
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private:
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enum
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{
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kLowestUDPPort = 6970, //UInt16
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kHighestUDPPort = 65535 //UInt16
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};
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OSQueue fUDPQueue;
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OSMutex fMutex;
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};
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class UDPSocketPair
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{
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public:
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UDPSocketPair(UDPSocket* inSocketA, UDPSocket* inSocketB)
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: fSocketA(inSocketA), fSocketB(inSocketB), fRefCount(0), fElem() {fElem.SetEnclosingObject(this);}
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~UDPSocketPair() {}
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UDPSocket* GetSocketA() { return fSocketA; }
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UDPSocket* GetSocketB() { return fSocketB; }
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private:
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UDPSocket* fSocketA;
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UDPSocket* fSocketB;
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UInt32 fRefCount;
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OSQueueElem fElem;
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friend class UDPSocketPool;
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};
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#endif // __UDPSOCKETPOOL_H__
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