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InterprocessConnection Class Referenceabstract

#include <juce_InterprocessConnection.h>

Inheritance diagram for InterprocessConnection:
ChildProcessMaster::Connection ChildProcessSlave::Connection

Classes

struct  ConnectionThread
 

Public Member Functions

 InterprocessConnection (bool callbacksOnMessageThread=true, uint32 magicMessageHeaderNumber=0xf2b49e2c)
 
virtual ~InterprocessConnection ()
 
bool connectToSocket (const String &hostName, int portNumber, int timeOutMillisecs)
 
bool connectToPipe (const String &pipeName, int pipeReceiveMessageTimeoutMs)
 
bool createPipe (const String &pipeName, int pipeReceiveMessageTimeoutMs)
 
void disconnect ()
 
bool isConnected () const
 
StreamingSocketgetSocket () const noexcept
 
NamedPipegetPipe () const noexcept
 
String getConnectedHostName () const
 
bool sendMessage (const MemoryBlock &message)
 
virtual void connectionMade ()=0
 
virtual void connectionLost ()=0
 
virtual void messageReceived (const MemoryBlock &message)=0
 

Friends

class WeakReference< InterprocessConnection >
 
class InterprocessConnectionServer
 
struct ConnectionThread
 
struct ContainerDeletePolicy< ConnectionThread >
 

Detailed Description

Manages a simple two-way messaging connection to another process, using either a socket or a named pipe as the transport medium.

To connect to a waiting socket or an open pipe, use the connectToSocket() or connectToPipe() methods. If this succeeds, messages can be sent to the other end, and incoming messages will result in a callback via the messageReceived() method.

To open a pipe and wait for another client to connect to it, use the createPipe() method.

To act as a socket server and create connections for one or more client, see the InterprocessConnectionServer class.

See also
InterprocessConnectionServer, Socket, NamedPipe

Constructor & Destructor Documentation

InterprocessConnection::InterprocessConnection ( bool  callbacksOnMessageThread = true,
uint32  magicMessageHeaderNumber = 0xf2b49e2c 
)

Creates a connection.

Connections are created manually, connecting them with the connectToSocket() or connectToPipe() methods, or they are created automatically by a InterprocessConnectionServer when a client wants to connect.

Parameters
callbacksOnMessageThreadif true, callbacks to the connectionMade(), connectionLost() and messageReceived() methods will always be made using the message thread; if false, these will be called immediately on the connection's own thread.
magicMessageHeaderNumbera magic number to use in the header to check the validity of the data blocks being sent and received. This can be any number, but the sender and receiver must obviously use matching values or they won't recognise each other.
InterprocessConnection::~InterprocessConnection ( )
virtual

Destructor.

Member Function Documentation

virtual void InterprocessConnection::connectionLost ( )
pure virtual

Called when the connection is broken.

If the connection was created with the callbacksOnMessageThread flag set, then this will be called on the message thread; otherwise it will be called on a server thread.

virtual void InterprocessConnection::connectionMade ( )
pure virtual

Called when the connection is first connected.

If the connection was created with the callbacksOnMessageThread flag set, then this will be called on the message thread; otherwise it will be called on a server thread.

bool InterprocessConnection::connectToPipe ( const String pipeName,
int  pipeReceiveMessageTimeoutMs 
)

Tries to connect the object to an existing named pipe.

For this to work, another process on the same computer must already have opened an InterprocessConnection object and used createPipe() to create a pipe for this to connect to.

Parameters
pipeNamethe name to use for the pipe - this should be unique to your app
pipeReceiveMessageTimeoutMsa timeout length to be used when reading or writing to the pipe, or -1 for an infinite timeout.
Returns
true if it connects successfully.
See also
createPipe, NamedPipe
bool InterprocessConnection::connectToSocket ( const String hostName,
int  portNumber,
int  timeOutMillisecs 
)

Tries to connect this object to a socket.

For this to work, the machine on the other end needs to have a InterprocessConnectionServer object waiting to receive client connections on this port number.

Parameters
hostNamethe host computer, either a network address or name
portNumberthe socket port number to try to connect to
timeOutMillisecshow long to keep trying before giving up
Returns
true if the connection is established successfully
See also
Socket
bool InterprocessConnection::createPipe ( const String pipeName,
int  pipeReceiveMessageTimeoutMs 
)

Tries to create a new pipe for other processes to connect to.

This creates a pipe with the given name, so that other processes can use connectToPipe() to connect to the other end.

Parameters
pipeNamethe name to use for the pipe - this should be unique to your app
pipeReceiveMessageTimeoutMsa timeout length to be used when reading or writing to the pipe, or -1 for an infinite timeout.
Returns
true if the pipe was created, or false if it fails (e.g. if another process is already using using the pipe).
void InterprocessConnection::disconnect ( )

Disconnects and closes any currently-open sockets or pipes.

String InterprocessConnection::getConnectedHostName ( ) const

Returns the name of the machine at the other end of this connection. This may return an empty string if the name is unknown.

NamedPipe* InterprocessConnection::getPipe ( ) const
inlinenoexcept

Returns the pipe that this connection is using (or nullptr if it uses a socket).

StreamingSocket* InterprocessConnection::getSocket ( ) const
inlinenoexcept

Returns the socket that this connection is using (or nullptr if it uses a pipe).

bool InterprocessConnection::isConnected ( ) const

True if a socket or pipe is currently active.

virtual void InterprocessConnection::messageReceived ( const MemoryBlock message)
pure virtual

Called when a message arrives.

When the object at the other end of this connection sends us a message with sendMessage(), this callback is used to deliver it to us.

If the connection was created with the callbacksOnMessageThread flag set, then this will be called on the message thread; otherwise it will be called on a server thread.

See also
sendMessage
bool InterprocessConnection::sendMessage ( const MemoryBlock message)

Tries to send a message to the other end of this connection.

This will fail if it's not connected, or if there's some kind of write error. If it succeeds, the connection object at the other end will receive the message by a callback to its messageReceived() method.

See also
messageReceived

Friends And Related Function Documentation

friend struct ConnectionThread
friend
friend struct ContainerDeletePolicy< ConnectionThread >
friend
friend class InterprocessConnectionServer
friend
friend class WeakReference< InterprocessConnection >
friend

The documentation for this class was generated from the following files: