tdlight/td/telegram/SequenceDispatcher.h

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//
// Copyright Aliaksei Levin (levlam@telegram.org), Arseny Smirnov (arseny30@gmail.com) 2014-2018
//
// Distributed under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
//
#pragma once
#include "td/telegram/net/NetQuery.h"
#include "td/utils/common.h"
#include "td/utils/Random.h"
#include <limits>
#include <unordered_map>
namespace td {
class SequenceDispatcher : public NetQueryCallback {
public:
class Parent : public Actor {
public:
virtual void ready_to_close() = 0;
virtual void on_result() = 0;
};
SequenceDispatcher() = default;
explicit SequenceDispatcher(ActorShared<Parent> parent) : parent_(std::move(parent)) {
}
void send_with_callback(NetQueryPtr query, ActorShared<NetQueryCallback> callback);
void on_result(NetQueryPtr query) override;
void close_silent();
private:
enum class State : int32 { Start, Wait, Finish, Dummy };
struct Data {
State state_;
NetQueryRef net_query_ref_;
NetQueryPtr query_;
ActorShared<NetQueryCallback> callback_;
uint64 generation_;
double total_timeout_;
double last_timeout_;
};
ActorShared<Parent> parent_;
size_t id_offset_ = 1;
std::vector<Data> data_;
size_t finish_i_ = 0; // skip state_ == State::Finish
size_t next_i_ = 0;
size_t last_sent_i_ = std::numeric_limits<size_t>::max();
uint64 generation_ = 1;
uint32 session_rand_ = Random::secure_int32();
static constexpr int32 MAX_SIMULTANEOUS_WAIT = 10;
uint32 wait_cnt_ = 0;
void check_timeout(Data &data);
void try_resend_query(Data &data, NetQueryPtr query);
Data &data_from_token();
void on_resend_ok(NetQueryPtr query);
void on_resend_error();
void do_resend(Data &data);
void do_finish(Data &data);
void loop() override;
void try_shrink();
void timeout_expired() override;
void hangup() override;
void tear_down() override;
};
class MultiSequenceDispatcher : public SequenceDispatcher::Parent {
public:
void send_with_callback(NetQueryPtr query, ActorShared<NetQueryCallback> callback, uint64 sequence_id);
private:
struct Data {
int32 cnt_;
ActorOwn<SequenceDispatcher> dispatcher_;
};
std::unordered_map<uint64, Data> dispatchers_;
void on_result() override;
void ready_to_close() override;
};
} // namespace td