#define _SERVERPOOL_H 1
#include <stddef.h>
+#include <memory>
#include <string>
#include <vector>
#include "stream.h"
#include "udpstream.h"
+class Acceptor;
class Server;
class UDPStream;
struct ClientStats;
class ServerPool {
public:
ServerPool(int num_servers);
- ~ServerPool();
// Fills streams() and clients().
CubemapStateProto serialize();
// Picks a server (round-robin) and allocates the given client to it.
- void add_client(int sock);
+ void add_client(int sock, Acceptor *acceptor);
void add_client_from_serialized(const ClientProto &client);
// Adds the given stream to all the servers. Returns the stream index.
void set_header(int stream_index,
const std::string &http_header,
const std::string &stream_header);
- void add_data(int stream_index, const char *data, size_t bytes, StreamStartSuitability suitable_for_stream_start);
+ void add_data(int stream_index, const char *data, size_t bytes, uint16_t metacube_flags);
// Sets the max pacing rate for all the servers.
void set_pacing_rate(int stream_index, uint32_t pacing_rate);
// Adds the given gen204 endpoint to all the servers.
void add_gen204(const std::string &url, const std::string &allow_origin);
+ // Prepares all the servers for accepting TLS connections from the given acceptor.
+ // (They need a private context, since the contexts are not definde to be thread-safe.)
+ void create_tls_context_for_acceptor(const Acceptor *acceptor);
+
// Starts all the servers.
void run();
std::vector<ClientStats> get_client_stats() const;
private:
- Server *servers;
- int num_servers, clients_added;
+ std::unique_ptr<Server[]> servers;
+ int num_servers, clients_added = 0;
// Our indexing is currently rather primitive; every stream_index in
// [0, num_http_streams) maps to a HTTP stream (of which every Server
// has exactly one copy), and after that, it's mapping directly into
// <udp_streams>.
- int num_http_streams;
- std::vector<UDPStream *> udp_streams;
+ int num_http_streams = 0;
+ std::vector<std::unique_ptr<UDPStream>> udp_streams;
ServerPool(const ServerPool &);
};