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