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/*
* libjingle
* Copyright 2004--2005, Google Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef TALK_BASE_VIRTUALSOCKETSERVER_H_
#define TALK_BASE_VIRTUALSOCKETSERVER_H_
#include <cassert>
#include <deque>
#include <map>
#include "talk/base/messagequeue.h"
#include "talk/base/socketserver.h"
namespace talk_base {
class VirtualSocket;
class SocketAddressPair;
// Simulates a network in the same manner as a loopback interface. The
// interface can create as many addresses as you want. All of the sockets
// created by this network will be able to communicate with one another.
class VirtualSocketServer : public SocketServer, public sigslot::has_slots<> {
public:
// TODO: Add "owned" parameter.
// If "owned" is set, the supplied socketserver will be deleted later.
explicit VirtualSocketServer(SocketServer* ss);
virtual ~VirtualSocketServer();
SocketServer* socketserver() { return server_; }
// Limits the network bandwidth (maximum bytes per second). Zero means that
// all sends occur instantly. Defaults to 0.
uint32 bandwidth() const { return bandwidth_; }
void set_bandwidth(uint32 bandwidth) { bandwidth_ = bandwidth; }
// Limits the amount of data which can be in flight on the network without
// packet loss (on a per sender basis). Defaults to 64 KB.
uint32 network_capacity() const { return network_capacity_; }
void set_network_capacity(uint32 capacity) {
network_capacity_ = capacity;
}
// The amount of data which can be buffered by tcp on the sender's side
uint32 send_buffer_capacity() const { return send_buffer_capacity_; }
void set_send_buffer_capacity(uint32 capacity) {
send_buffer_capacity_ = capacity;
}
// The amount of data which can be buffered by tcp on the receiver's side
uint32 recv_buffer_capacity() const { return recv_buffer_capacity_; }
void set_recv_buffer_capacity(uint32 capacity) {
recv_buffer_capacity_ = capacity;
}
// Controls the (transit) delay for packets sent in the network. This does
// not inclue the time required to sit in the send queue. Both of these
// values are measured in milliseconds. Defaults to no delay.
uint32 delay_mean() const { return delay_mean_; }
uint32 delay_stddev() const { return delay_stddev_; }
uint32 delay_samples() const { return delay_samples_; }
void set_delay_mean(uint32 delay_mean) { delay_mean_ = delay_mean; }
void set_delay_stddev(uint32 delay_stddev) {
delay_stddev_ = delay_stddev;
}
void set_delay_samples(uint32 delay_samples) {
delay_samples_ = delay_samples;
}
// If the (transit) delay parameters are modified, this method should be
// called to recompute the new distribution.
void UpdateDelayDistribution();
// Controls the (uniform) probability that any sent packet is dropped. This
// is separate from calculations to drop based on queue size.
double drop_probability() { return drop_prob_; }
void set_drop_probability(double drop_prob) {
assert((0 <= drop_prob) && (drop_prob <= 1));
drop_prob_ = drop_prob;
}
// SocketFactory:
virtual Socket* CreateSocket(int type);
virtual AsyncSocket* CreateAsyncSocket(int type);
// SocketServer:
virtual void SetMessageQueue(MessageQueue* queue);
virtual bool Wait(int cms, bool process_io);
virtual void WakeUp();
typedef std::pair<double, double> Point;
typedef std::vector<Point> Function;
static Function* CreateDistribution(uint32 mean, uint32 stddev,
uint32 samples);
// Similar to Thread::ProcessMessages, but it only processes messages until
// there are no immediate messages or pending network traffic. Returns false
// if Thread::Stop() was called.
bool ProcessMessagesUntilIdle();
protected:
// Returns a new IP not used before in this network.
uint32 GetNextIP();
uint16 GetNextPort();
VirtualSocket* CreateSocketInternal(int type);
// Binds the given socket to addr, assigning and IP and Port if necessary
int Bind(VirtualSocket* socket, SocketAddress* addr);
// Binds the given socket to the given (fully-defined) address.
int Bind(VirtualSocket* socket, const SocketAddress& addr);
// Find the socket bound to the given address
VirtualSocket* LookupBinding(const SocketAddress& addr);
int Unbind(const SocketAddress& addr, VirtualSocket* socket);
// Adds a mapping between this socket pair and the socket.
void AddConnection(const SocketAddress& client,
const SocketAddress& server,
VirtualSocket* socket);
// Find the socket pair corresponding to this server address.
VirtualSocket* LookupConnection(const SocketAddress& client,
const SocketAddress& server);
void RemoveConnection(const SocketAddress& client,
const SocketAddress& server);
// Connects the given socket to the socket at the given address
int Connect(VirtualSocket* socket, const SocketAddress& remote_addr,
bool use_delay);
// Sends a disconnect message to the socket at the given address
bool Disconnect(VirtualSocket* socket);
// Sends the given packet to the socket at the given address (if one exists).
int SendUdp(VirtualSocket* socket, const char* data, size_t data_size,
const SocketAddress& remote_addr);
// Moves as much data as possible from the sender's buffer to the network
void SendTcp(VirtualSocket* socket);
// Places a packet on the network.
void AddPacketToNetwork(VirtualSocket* socket, VirtualSocket* recipient,
uint32 cur_time, const char* data, size_t data_size,
size_t header_size, bool ordered);
// Removes stale packets from the network
void PurgeNetworkPackets(VirtualSocket* socket, uint32 cur_time);
// Computes the number of milliseconds required to send a packet of this size.
uint32 SendDelay(uint32 size);
// Returns a random transit delay chosen from the appropriate distribution.
uint32 GetRandomTransitDelay();
// Basic operations on functions. Those that return a function also take
// ownership of the function given (and hence, may modify or delete it).
static Function* Accumulate(Function* f);
static Function* Invert(Function* f);
static Function* Resample(Function* f, double x1, double x2, uint32 samples);
static double Evaluate(Function* f, double x);
// NULL out our message queue if it goes away. Necessary in the case where
// our lifetime is greater than that of the thread we are using, since we
// try to send Close messages for all connected sockets when we shutdown.
void OnMessageQueueDestroyed() { msg_queue_ = NULL; }
private:
friend class VirtualSocket;
typedef std::map<SocketAddress, VirtualSocket*> AddressMap;
typedef std::map<SocketAddressPair, VirtualSocket*> ConnectionMap;
SocketServer* server_;
bool server_owned_;
MessageQueue* msg_queue_;
bool stop_on_idle_;
uint32 network_delay_;
uint32 next_ip_;
uint16 next_port_;
AddressMap* bindings_;
ConnectionMap* connections_;
uint32 bandwidth_;
uint32 network_capacity_;
uint32 send_buffer_capacity_;
uint32 recv_buffer_capacity_;
uint32 delay_mean_;
uint32 delay_stddev_;
uint32 delay_samples_;
Function* delay_dist_;
CriticalSection delay_crit_;
double drop_prob_;
DISALLOW_EVIL_CONSTRUCTORS(VirtualSocketServer);
};
} // namespace talk_base
#endif // TALK_BASE_VIRTUALSOCKETSERVER_H_