naiveproxy/net/socket/udp_client_socket.cc

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2018-02-02 13:49:39 +03:00
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "net/socket/udp_client_socket.h"
#include "net/base/net_errors.h"
namespace net {
UDPClientSocket::UDPClientSocket(DatagramSocket::BindType bind_type,
const RandIntCallback& rand_int_cb,
net::NetLog* net_log,
const net::NetLogSource& source)
: socket_(bind_type, rand_int_cb, net_log, source),
network_(NetworkChangeNotifier::kInvalidNetworkHandle) {}
UDPClientSocket::~UDPClientSocket() = default;
int UDPClientSocket::Connect(const IPEndPoint& address) {
int rv = socket_.Open(address.GetFamily());
if (rv != OK)
return rv;
return socket_.Connect(address);
}
int UDPClientSocket::ConnectUsingNetwork(
NetworkChangeNotifier::NetworkHandle network,
const IPEndPoint& address) {
if (!NetworkChangeNotifier::AreNetworkHandlesSupported())
return ERR_NOT_IMPLEMENTED;
int rv = socket_.Open(address.GetFamily());
if (rv != OK)
return rv;
rv = socket_.BindToNetwork(network);
if (rv != OK)
return rv;
network_ = network;
return socket_.Connect(address);
}
int UDPClientSocket::ConnectUsingDefaultNetwork(const IPEndPoint& address) {
if (!NetworkChangeNotifier::AreNetworkHandlesSupported())
return ERR_NOT_IMPLEMENTED;
int rv;
rv = socket_.Open(address.GetFamily());
if (rv != OK)
return rv;
// Calling connect() will bind a socket to the default network, however there
// is no way to determine what network the socket got bound to. The
// alternative is to query what the default network is and bind the socket to
// that network explicitly, however this is racy because the default network
// can change in between when we query it and when we bind to it. This is
// rare but should be accounted for. Since changes of the default network
// should not come in quick succession, we can simply try again.
NetworkChangeNotifier::NetworkHandle network;
for (int attempt = 0; attempt < 2; attempt++) {
network = NetworkChangeNotifier::GetDefaultNetwork();
if (network == NetworkChangeNotifier::kInvalidNetworkHandle)
return ERR_INTERNET_DISCONNECTED;
rv = socket_.BindToNetwork(network);
// |network| may have disconnected between the call to GetDefaultNetwork()
// and the call to BindToNetwork(). Loop only if this is the case (|rv| will
// be ERR_NETWORK_CHANGED).
if (rv != ERR_NETWORK_CHANGED)
break;
}
if (rv != OK)
return rv;
network_ = network;
return socket_.Connect(address);
}
NetworkChangeNotifier::NetworkHandle UDPClientSocket::GetBoundNetwork() const {
return network_;
}
int UDPClientSocket::Read(IOBuffer* buf,
int buf_len,
const CompletionCallback& callback) {
return socket_.Read(buf, buf_len, callback);
}
int UDPClientSocket::Write(IOBuffer* buf,
int buf_len,
const CompletionCallback& callback) {
return socket_.Write(buf, buf_len, callback);
}
void UDPClientSocket::Close() {
socket_.Close();
}
int UDPClientSocket::GetPeerAddress(IPEndPoint* address) const {
return socket_.GetPeerAddress(address);
}
int UDPClientSocket::GetLocalAddress(IPEndPoint* address) const {
return socket_.GetLocalAddress(address);
}
int UDPClientSocket::SetReceiveBufferSize(int32_t size) {
return socket_.SetReceiveBufferSize(size);
}
int UDPClientSocket::SetSendBufferSize(int32_t size) {
return socket_.SetSendBufferSize(size);
}
int UDPClientSocket::SetDoNotFragment() {
return socket_.SetDoNotFragment();
}
const NetLogWithSource& UDPClientSocket::NetLog() const {
return socket_.NetLog();
}
void UDPClientSocket::UseNonBlockingIO() {
#if defined(OS_WIN)
socket_.UseNonBlockingIO();
#endif
}
} // namespace net