⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 socketappenderskeleton.h

📁 log4cxx 0.10 unix下编译包
💻 H
字号:
/* * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements.  See the NOTICE file distributed with * this work for additional information regarding copyright ownership. * The ASF licenses this file to You under the Apache License, Version 2.0 * (the "License"); you may not use this file except in compliance with * the License.  You may obtain a copy of the License at * *      http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */#ifndef _LOG4CXX_NET_SOCKET_APPENDER_SKELETON_H#define _LOG4CXX_NET_SOCKET_APPENDER_SKELETON_H#include <log4cxx/appenderskeleton.h>#include <log4cxx/helpers/socket.h>#include <log4cxx/helpers/thread.h>#include <log4cxx/helpers/objectoutputstream.h>namespace log4cxx{        namespace net        {                /**                 *  Abstract base class for SocketAppender and XMLSocketAppender                 */        class LOG4CXX_EXPORT SocketAppenderSkeleton : public AppenderSkeleton        {        private:                /**                host name                */                LogString remoteHost;                /**                IP address                */                helpers::InetAddressPtr address;                int port;                int reconnectionDelay;                bool locationInfo;        public:                SocketAppenderSkeleton(int defaultPort, int reconnectionDelay);                        ~SocketAppenderSkeleton();                /**                Connects to remote server at <code>address</code> and <code>port</code>.                */                SocketAppenderSkeleton(helpers::InetAddressPtr address, int port, int reconnectionDelay);                /**                Connects to remote server at <code>host</code> and <code>port</code>.                */                SocketAppenderSkeleton(const LogString& host, int port, int reconnectionDelay);                /**                Connect to the specified <b>RemoteHost</b> and <b>Port</b>.                */                void activateOptions(log4cxx::helpers::Pool& p);                                void close();                   /**                * This appender does not use a layout. Hence, this method                * returns <code>false</code>.                *                        */                bool requiresLayout() const                        { return false; }                /**                * The <b>RemoteHost</b> option takes a string value which should be                * the host name of the server where a                * Apache Chainsaw or compatible is running.                * */                inline void setRemoteHost(const LogString& host)                        { address = helpers::InetAddress::getByName(host);                        remoteHost.assign(host); }                /**                Returns value of the <b>RemoteHost</b> option.                */                inline const LogString& getRemoteHost() const                        { return remoteHost; }                /**                The <b>Port</b> option takes a positive integer representing                the port where the server is waiting for connections.                */                void setPort(int port1)                        { this->port = port1; }                /**                Returns value of the <b>Port</b> option.                */                int getPort() const                        { return port; }                /**                The <b>LocationInfo</b> option takes a boolean value. If true,                the information sent to the remote host will include location                information. By default no location information is sent to the server.                */                void setLocationInfo(bool locationInfo1)                        { this->locationInfo = locationInfo1; }                /**                Returns value of the <b>LocationInfo</b> option.                */                bool getLocationInfo() const                        { return locationInfo; }                /**                The <b>ReconnectionDelay</b> option takes a positive integer                representing the number of milliseconds to wait between each                failed connection attempt to the server. The default value of                this option is 30000 which corresponds to 30 seconds.                <p>Setting this option to zero turns off reconnection                capability.                */                void setReconnectionDelay(int reconnectionDelay1)                        { this->reconnectionDelay = reconnectionDelay1; }                /**                Returns value of the <b>ReconnectionDelay</b> option.                */                int getReconnectionDelay() const                        { return reconnectionDelay; }                void fireConnector();                void setOption(const LogString& option,                                const LogString& value);           protected:                virtual void setSocket(log4cxx::helpers::SocketPtr& socket, log4cxx::helpers::Pool& p) = 0;                                virtual void cleanUp(log4cxx::helpers::Pool& p) = 0;                                virtual int getDefaultDelay() const = 0;                                virtual int getDefaultPort() const = 0;           private:                void connect(log4cxx::helpers::Pool& p);                   /**                        The Connector will reconnect when the server becomes available                        again.  It does this by attempting to open a new connection every                        <code>reconnectionDelay</code> milliseconds.                        <p>It stops trying whenever a connection is established. It will                        restart to try reconnect to the server when previously open                        connection is droppped.                        */                   helpers::Thread thread;                   static void* LOG4CXX_THREAD_FUNC monitor(apr_thread_t* thread, void* data);                        SocketAppenderSkeleton(const SocketAppenderSkeleton&);                        SocketAppenderSkeleton& operator=(const SocketAppenderSkeleton&);        }; // class SocketAppenderSkeleton    } // namespace net} // namespace log4cxx#endif // _LOG4CXX_NET_SOCKET_APPENDER_SKELETON_H

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -