138 lines
3.4 KiB
C++
138 lines
3.4 KiB
C++
// Copyright (C) 1999 AT&T Laboratories Cambridge. All Rights Reserved.
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//
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// This file is part of the VNC system.
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//
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// The VNC system is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
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// USA.
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//
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// TightVNC distribution homepage on the Web: http://www.tightvnc.com/
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//
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// If the source code for the VNC system is not available from the place
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// whence you received this file, check http://www.uk.research.att.com/vnc or contact
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// the authors on vnc@uk.research.att.com for information on obtaining it.
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// vncSockConnect.cpp
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// Implementation of the listening socket class
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#include "stdhdrs.h"
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#include "VSocket.h"
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#include "vncSockConnect.h"
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#include "vncServer.h"
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#include <omnithread.h>
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// The function for the spawned thread to run
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class vncSockConnectThread : public omni_thread
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{
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public:
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// Init routine
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virtual BOOL Init(VSocket *socket, vncServer *server);
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// Code to be executed by the thread
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virtual void *run_undetached(void * arg);
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// Fields used internally
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BOOL m_shutdown;
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protected:
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VSocket *m_socket;
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vncServer *m_server;
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};
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// Method implementations
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BOOL vncSockConnectThread::Init(VSocket *socket, vncServer *server)
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{
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// Save the server pointer
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m_server = server;
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// Save the socket pointer
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m_socket = socket;
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// Start the thread
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m_shutdown = FALSE;
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start_undetached();
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return TRUE;
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}
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// Code to be executed by the thread
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void *vncSockConnectThread::run_undetached(void * arg)
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{
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// Go into a loop, listening for connections on the given socket
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/*while (!m_shutdown) {
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// Accept an incoming connection
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VSocket *new_socket;
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if (!m_socket->TryAccept(&new_socket, 100))
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break;
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if (new_socket != NULL) {
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// Successful accept - start the client unauthenticated
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m_server->AddClient(new_socket, FALSE, FALSE);
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}
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}*/
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return NULL;
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}
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// The vncSockConnect class implementation
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vncSockConnect::vncSockConnect()
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{
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m_thread = NULL;
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}
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vncSockConnect::~vncSockConnect()
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{
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m_socket.Shutdown();
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// Join with our lovely thread
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if (m_thread != NULL) {
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((vncSockConnectThread *)m_thread)->m_shutdown = TRUE;
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void *returnval;
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m_thread->join(&returnval);
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m_thread = NULL;
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m_socket.Close();
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}
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}
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BOOL vncSockConnect::Init(vncServer *server, UINT port)
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{
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// Save the port id
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m_port = port;
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// Create the listening socket
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if (!m_socket.Create())
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return FALSE;
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// Bind it
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if (!m_socket.Bind(m_port, server->LoopbackOnly()))
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return FALSE;
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// Set it to listen
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if (!m_socket.Listen())
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return FALSE;
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// Create the new thread
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m_thread = new vncSockConnectThread;
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if (m_thread == NULL)
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return FALSE;
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// And start it running
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return ((vncSockConnectThread *)m_thread)->Init(&m_socket, server);
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}
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