149 lines
3.8 KiB
C++
149 lines
3.8 KiB
C++
//
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// Copyright Aliaksei Levin (levlam@telegram.org), Arseny Smirnov (arseny30@gmail.com) 2014-2021
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//
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// Distributed under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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//
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#pragma once
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#include "td/actor/actor.h"
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#include "td/actor/PromiseFuture.h"
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#include "td/telegram/net/NetType.h"
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#include "td/utils/common.h"
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namespace td {
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class StateManager final : public Actor {
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public:
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enum class State : int32 { WaitingForNetwork, ConnectingToProxy, Connecting, Updating, Ready, Empty };
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class Callback {
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public:
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Callback() = default;
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Callback(const Callback &) = delete;
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Callback &operator=(const Callback &) = delete;
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virtual ~Callback() = default;
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virtual bool on_state(State state) {
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return true;
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}
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virtual bool on_network(NetType network_type, uint32 generation) {
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return true;
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}
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virtual bool on_online(bool is_online) {
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return true;
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}
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virtual bool on_logging_out(bool is_logging_out) {
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return true;
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}
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};
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explicit StateManager(ActorShared<> parent) : parent_(std::move(parent)) {
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}
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void on_synchronized(bool is_synchronized);
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void on_network_updated();
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void on_network(NetType new_network_type);
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void on_online(bool is_online);
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void on_proxy(bool use_proxy);
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void on_logging_out(bool is_logging_out);
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void add_callback(unique_ptr<Callback> net_callback);
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void wait_first_sync(Promise<> promise);
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void close();
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class ConnectionToken {
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public:
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ConnectionToken() = default;
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explicit ConnectionToken(ActorShared<StateManager> state_manager) : state_manager_(std::move(state_manager)) {
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}
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ConnectionToken(const ConnectionToken &) = delete;
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ConnectionToken &operator=(const ConnectionToken &) = delete;
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ConnectionToken(ConnectionToken &&) = default;
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ConnectionToken &operator=(ConnectionToken &&other) {
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reset();
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state_manager_ = std::move(other.state_manager_);
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return *this;
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}
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~ConnectionToken() {
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reset();
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}
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void reset() {
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if (!state_manager_.empty()) {
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send_closure(state_manager_, &StateManager::dec_connect);
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state_manager_.reset();
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}
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}
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bool empty() const {
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return state_manager_.empty();
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}
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private:
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ActorShared<StateManager> state_manager_;
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};
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static ConnectionToken connection(ActorId<StateManager> state_manager) {
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return connection_impl(state_manager, 1);
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}
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static ConnectionToken connection_proxy(ActorId<StateManager> state_manager) {
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return connection_impl(state_manager, 2);
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}
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private:
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ActorShared<> parent_;
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uint32 connect_cnt_ = 0;
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uint32 connect_proxy_cnt_ = 0;
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bool sync_flag_ = true;
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bool network_flag_ = true;
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NetType network_type_ = NetType::Unknown;
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uint32 network_generation_ = 1;
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bool online_flag_ = false;
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bool use_proxy_ = false;
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bool is_logging_out_ = false;
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static constexpr double UP_DELAY = 0.05;
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static constexpr double DOWN_DELAY = 0.3;
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State pending_state_ = State::Empty;
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bool has_timestamp_ = false;
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double pending_timestamp_ = 0;
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State flush_state_ = State::Empty;
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vector<unique_ptr<Callback>> callbacks_;
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bool was_sync_ = false;
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std::vector<Promise<>> wait_first_sync_;
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void inc_connect();
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void dec_connect();
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enum class Flag : int32 { Online, State, Network, LoggingOut };
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void notify_flag(Flag flag);
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void start_up() final;
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void loop() final;
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void on_network_soft();
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void do_on_network(NetType new_network_type, bool inc_generation);
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State get_real_state() const;
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static ConnectionToken connection_impl(ActorId<StateManager> state_manager, int mode) {
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auto actor = ActorShared<StateManager>(state_manager, mode);
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send_closure(actor, &StateManager::inc_connect);
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return ConnectionToken(std::move(actor));
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}
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};
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} // namespace td
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