tdlight/td/telegram/StateManager.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/actor/actor.h"
#include "td/actor/PromiseFuture.h"
#include "td/telegram/net/NetType.h"
#include "td/utils/common.h"
namespace td {
class StateManager final : public Actor {
public:
enum class State : int32 { WaitingForNetwork, ConnectingToProxy, Connecting, Updating, Ready, Empty };
class Callback {
public:
Callback() = default;
Callback(const Callback &) = delete;
Callback &operator=(const Callback &) = delete;
virtual ~Callback() = default;
virtual bool on_state(State state) {
return true;
}
virtual bool on_network(NetType network_type, uint32 generation) {
return true;
}
virtual bool on_online(bool is_online) {
return true;
}
};
void on_synchronized(bool is_synchronized);
void on_network(NetType new_network_type);
void on_online(bool is_online);
void on_proxy(bool use_proxy);
void add_callback(unique_ptr<Callback> net_callback);
void wait_first_sync(Promise<> promise);
void close();
class ConnectionToken {
public:
ConnectionToken() = default;
explicit ConnectionToken(ActorShared<StateManager> state_manager) : state_manager_(std::move(state_manager)) {
}
ConnectionToken(const ConnectionToken &) = delete;
ConnectionToken &operator=(const ConnectionToken &) = delete;
ConnectionToken(ConnectionToken &&) = default;
ConnectionToken &operator=(ConnectionToken &&other) {
reset();
state_manager_ = std::move(other.state_manager_);
return *this;
}
~ConnectionToken() {
reset();
}
void reset() {
if (!state_manager_.empty()) {
send_closure(state_manager_, &StateManager::dec_connect);
state_manager_.reset();
}
}
bool empty() const {
return state_manager_.empty();
}
private:
ActorShared<StateManager> state_manager_;
};
static ConnectionToken connection(ActorId<StateManager> state_manager) {
return connection_impl(state_manager, 1);
}
static ConnectionToken connection_proxy(ActorId<StateManager> state_manager) {
return connection_impl(state_manager, 2);
}
private:
uint32 connect_cnt_ = 0;
uint32 connect_proxy_cnt_ = 0;
bool sync_flag_ = true;
bool network_flag_ = true;
NetType network_type_ = NetType::Unknown;
uint32 network_generation_ = 1;
bool online_flag_ = false;
bool use_proxy_ = false;
static constexpr double UP_DELAY = 0.05;
static constexpr double DOWN_DELAY = 0.3;
State pending_state_ = State::Empty;
bool has_timestamp_ = false;
double pending_timestamp_ = 0;
State flush_state_ = State::Empty;
vector<unique_ptr<Callback>> callbacks_;
bool was_sync_ = false;
std::vector<Promise<>> wait_first_sync_;
void inc_connect();
void dec_connect();
enum class Flag : int32 { Online, State, Network };
void notify_flag(Flag flag);
void start_up() override;
void loop() override;
void on_network_soft();
void do_on_network(NetType new_network_type, bool inc_generation);
State get_real_state() const;
static ConnectionToken connection_impl(ActorId<StateManager> state_manager, int mode) {
auto actor = ActorShared<StateManager>(state_manager, mode);
send_closure(actor, &StateManager::inc_connect);
return ConnectionToken(std::move(actor));
}
};
} // namespace td