1 //------------------------------------------------------------------------------ 2 // Copyright (c) 2001-2005, Haiku, Inc. 3 // 4 // Permission is hereby granted, free of charge, to any person obtaining a 5 // copy of this software and associated documentation files (the "Software"), 6 // to deal in the Software without restriction, including without limitation 7 // the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 // and/or sell copies of the Software, and to permit persons to whom the 9 // Software is furnished to do so, subject to the following conditions: 10 // 11 // The above copyright notice and this permission notice shall be included in 12 // all copies or substantial portions of the Software. 13 // 14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 19 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 20 // DEALINGS IN THE SOFTWARE. 21 // 22 // File Name: ServerApp.h 23 // Author: DarkWyrm <bpmagic@columbus.rr.com> 24 // Adi Oanca <adioanca@myrealbox.com> 25 // Description: Server-side BApplication counterpart 26 // 27 //------------------------------------------------------------------------------ 28 #ifndef _SERVERAPP_H_ 29 #define _SERVERAPP_H_ 30 31 #include <OS.h> 32 #include <String.h> 33 #include <PortLink.h> 34 35 class BMessage; 36 class BList; 37 class DisplayDriver; 38 39 namespace BPrivate { 40 class PortLink; 41 }; 42 43 /*! 44 \class ServerApp ServerApp.h 45 \brief Counterpart to BApplication within the app_server 46 */ 47 class ServerApp { 48 public: 49 ServerApp(port_id sendport, port_id rcvport, port_id clientLooperPort, 50 team_id clientTeamID, int32 handlerID, const char* signature); 51 virtual ~ServerApp(void); 52 53 bool Run(void); 54 55 bool IsActive(void) const { return fIsActive; } 56 void Activate(bool value); 57 58 bool PingTarget(void); 59 60 void PostMessage(int32 code); 61 void SendMessageToClient( const BMessage* msg ) const; 62 63 team_id ClientTeamID() const; 64 thread_id MonitorThreadID() const; 65 66 const char *Title() const { return fSignature.String(); } 67 68 private: 69 void DispatchMessage(int32 code, BPrivate::LinkReceiver &link); 70 71 static int32 MonitorApp(void *data); 72 73 // our BApplication's event port 74 port_id fClientAppPort; 75 // port we receive messages from our BApplication 76 port_id fMessagePort; 77 // TODO: find out why there is both the app port and the looper port. Do 78 // we really need both? Actually, we aren't using any of these ports, 79 // as BAppServerLink/BPortlink's messages always contain the reply port 80 // To send a message to the client, write a BMessage to this port 81 port_id fClientLooperPort; 82 83 BString fSignature; 84 85 thread_id fMonitorThreadID; 86 team_id fClientTeamID; 87 88 BPrivate::PortLink fLink; 89 90 // TODO: 91 // - Are really Bitmaps and Pictures stored per application and not globally ? 92 // - As we reference these stuff by token, what about putting them in hash tables ? 93 BList *fSWindowList; 94 95 // TODO: Not used. 96 sem_id fLockSem; 97 98 bool fCursorHidden; 99 bool fIsActive; 100 101 // token ID of the BApplication's BHandler object. 102 // Used for BMessage target specification 103 // TODO: Is it still needed ? We aren't using it. 104 //int32 fHandlerToken; 105 106 bool fQuitting; 107 }; 108 109 #endif // _SERVERAPP_H_ 110