//------------------------------------------------------------------------------// Copyright (c) 2001-2005, Haiku, Inc.//// Permission is hereby granted, free of charge, to any person obtaining a// copy of this software and associated documentation files (the "Software"),// to deal in the Software without restriction, including without limitation// the rights to use, copy, modify, merge, publish, distribute, sublicense,// and/or sell copies of the Software, and to permit persons to whom the// Software is furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER// DEALINGS IN THE SOFTWARE.//// File Name: ServerApp.h// Author: DarkWyrm <bpmagic@columbus.rr.com>// Adi Oanca <adioanca@myrealbox.com>// Description: Server-side BApplication counterpart////------------------------------------------------------------------------------#ifndef _SERVERAPP_H_#define _SERVERAPP_H_#include <OS.h>#include <String.h>#include <PortLink.h>class BMessage;class BList;class DisplayDriver;namespace BPrivate {class PortLink;};/*!\class ServerApp ServerApp.h\brief Counterpart to BApplication within the app_server*/class ServerApp {public:ServerApp(port_id sendport, port_id rcvport, port_id clientLooperPort,team_id clientTeamID, int32 handlerID, const char* signature);virtual ~ServerApp(void);bool Run(void);bool IsActive(void) const { return fIsActive; }void Activate(bool value);bool PingTarget(void);void PostMessage(int32 code);void SendMessageToClient( const BMessage* msg ) const;team_id ClientTeamID() const;thread_id MonitorThreadID() const;const char *Title() const { return fSignature.String(); }private:void DispatchMessage(int32 code, BPrivate::LinkReceiver &link);static int32 MonitorApp(void *data);// our BApplication's event portport_id fClientAppPort;// port we receive messages from our BApplicationport_id fMessagePort;// TODO: find out why there is both the app port and the looper port. Do// we really need both? Actually, we aren't using any of these ports,// as BAppServerLink/BPortlink's messages always contain the reply port// To send a message to the client, write a BMessage to this portport_id fClientLooperPort;BString fSignature;thread_id fMonitorThreadID;team_id fClientTeamID;BPrivate::PortLink fLink;// TODO:// - Are really Bitmaps and Pictures stored per application and not globally ?// - As we reference these stuff by token, what about putting them in hash tables ?BList *fSWindowList;// TODO: Not used.sem_id fLockSem;bool fCursorHidden;bool fIsActive;// token ID of the BApplication's BHandler object.// Used for BMessage target specification// TODO: Is it still needed ? We aren't using it.//int32 fHandlerToken;bool fQuitting;};#endif // _SERVERAPP_H_