forked from quickshell/quickshell
144 lines
4 KiB
C++
144 lines
4 KiB
C++
#pragma once
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#include <qlocalserver.h>
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#include <qlocalsocket.h>
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#include <qobject.h>
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#include <qqmlcomponent.h>
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#include <qqmlintegration.h>
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#include <qtclasshelpermacros.h>
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#include <qtmetamacros.h>
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#include "datastream.hpp"
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#include "reload.hpp"
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///! Unix socket listener.
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class Socket: public DataStream {
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Q_OBJECT;
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/// Returns if the socket is currently connected.
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///
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/// Writing to this property will set the target connection state and will not
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/// update the property immediately. Setting the property to false will begin disconnecting
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/// the socket, and setting it to true will begin connecting the socket if path is not empty.
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Q_PROPERTY(bool connected READ isConnected WRITE setConnected NOTIFY connectionStateChanged);
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/// The path to connect this socket to when `connected` is set to true.
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///
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/// Changing this property will have no effect while the connection is active.
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Q_PROPERTY(QString path READ path WRITE setPath NOTIFY pathChanged);
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QML_ELEMENT;
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public:
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explicit Socket(QObject* parent = nullptr): DataStream(parent) {}
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/// Write data to the socket. Does nothing if not connected.
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Q_INVOKABLE void write(const QString& data);
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// takes ownership
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void setSocket(QLocalSocket* socket);
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[[nodiscard]] bool isConnected() const;
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void setConnected(bool connected);
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[[nodiscard]] QString path() const;
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void setPath(QString path);
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signals:
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/// This signal is sent whenever a socket error is encountered.
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void error(QLocalSocket::LocalSocketError error);
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void connectionStateChanged();
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void pathChanged();
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protected:
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[[nodiscard]] QIODevice* ioDevice() const override;
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private slots:
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void onSocketConnected();
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void onSocketDisconnected();
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private:
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void connectPathSocket();
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QLocalSocket* socket = nullptr;
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bool connected = false;
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bool disconnecting = false;
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bool targetConnected = false;
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QString mPath;
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};
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///! Unix socket server.
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/// #### Example
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/// ```qml
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/// SocketServer {
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/// active: true
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/// path: "/path/too/socket.sock"
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/// handler: Socket {
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/// onConnectedChanged: {
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/// console.log(connected ? "new connection!" : "connection dropped!")
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/// }
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/// parser: SplitParser {
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/// onRead: message => console.log(`read message from socket: ${message}`)
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/// }
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/// }
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/// }
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/// ```
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class SocketServer
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: public QObject
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, public PostReloadHook {
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Q_OBJECT;
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/// If the socket server is currently active. Defaults to false.
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///
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/// Setting this to false will destory all active connections and delete
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/// the socket file on disk.
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///
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/// If path is empty setting this property will have no effect.
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Q_PROPERTY(bool active READ isActive WRITE setActive NOTIFY activeStatusChanged);
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/// The path to create the socket server at.
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///
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/// Setting this property while the server is active will have no effect.
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Q_PROPERTY(QString path READ path WRITE setPath NOTIFY pathChanged);
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/// Connection handler component. Must creeate a `Socket`.
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///
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/// The created socket should not set `connected` or `path` or the incoming
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/// socket connection will be dropped (they will be set by the socket server.)
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/// Setting `connected` to false on the created socket after connection will
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/// close and delete it.
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Q_PROPERTY(QQmlComponent* handler READ handler WRITE setHandler NOTIFY handlerChanged);
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QML_ELEMENT;
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public:
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explicit SocketServer(QObject* parent = nullptr): QObject(parent) {}
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~SocketServer() override;
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Q_DISABLE_COPY_MOVE(SocketServer);
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void onPostReload() override;
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[[nodiscard]] bool isActive() const;
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void setActive(bool active);
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[[nodiscard]] QString path() const;
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void setPath(QString path);
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[[nodiscard]] QQmlComponent* handler() const;
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void setHandler(QQmlComponent* handler);
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signals:
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void activeStatusChanged();
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void pathChanged();
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void handlerChanged();
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private slots:
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void onNewConnection();
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private:
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bool isActivatable();
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void enableServer();
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void disableServer();
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QLocalServer* server = nullptr;
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QQmlComponent* mHandler = nullptr;
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QList<Socket*> mSockets;
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bool activeTarget = false;
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bool postReload = false;
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QString mPath;
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};
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