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Initial ZMQ bindings.
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vendor/ZMQ/src/i_engine.hpp
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82
vendor/ZMQ/src/i_engine.hpp
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/*
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Copyright (c) 2007-2016 Contributors as noted in the AUTHORS file
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This file is part of libzmq, the ZeroMQ core engine in C++.
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libzmq is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License (LGPL) as published
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by the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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As a special exception, the Contributors give you permission to link
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this library with independent modules to produce an executable,
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regardless of the license terms of these independent modules, and to
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copy and distribute the resulting executable under terms of your choice,
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provided that you also meet, for each linked independent module, the
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terms and conditions of the license of that module. An independent
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module is a module which is not derived from or based on this library.
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If you modify this library, you must extend this exception to your
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version of the library.
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libzmq is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
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License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __ZMQ_I_ENGINE_HPP_INCLUDED__
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#define __ZMQ_I_ENGINE_HPP_INCLUDED__
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#include "endpoint.hpp"
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#include "macros.hpp"
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namespace zmq
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{
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class io_thread_t;
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// Abstract interface to be implemented by various engines.
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struct i_engine
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{
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enum error_reason_t
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{
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protocol_error,
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connection_error,
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timeout_error
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};
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virtual ~i_engine () ZMQ_DEFAULT;
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// Indicate if the engine has an handshake stage.
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// If engine has handshake stage, engine must call session.engine_ready when the handshake is complete.
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virtual bool has_handshake_stage () = 0;
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// Plug the engine to the session.
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virtual void plug (zmq::io_thread_t *io_thread_,
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class session_base_t *session_) = 0;
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// Terminate and deallocate the engine. Note that 'detached'
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// events are not fired on termination.
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virtual void terminate () = 0;
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// This method is called by the session to signalise that more
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// messages can be written to the pipe.
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// Returns false if the engine was deleted due to an error.
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// TODO it is probably better to change the design such that the engine
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// does not delete itself
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virtual bool restart_input () = 0;
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// This method is called by the session to signalise that there
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// are messages to send available.
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virtual void restart_output () = 0;
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virtual void zap_msg_available () = 0;
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virtual const endpoint_uri_pair_t &get_endpoint () const = 0;
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};
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}
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#endif
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