use futures::sync::mpsc::UnboundedSender; use futures::sync::oneshot; use futures::Future; use crate::builder::ServerBuilder; use crate::signals::Signal; #[derive(Debug)] pub(crate) enum ServerCommand { WorkerDied(usize), Pause(oneshot::Sender<()>), Resume(oneshot::Sender<()>), Signal(Signal), /// Whether to try and shut down gracefully Stop { graceful: bool, completion: Option>, }, } #[derive(Debug, Clone)] pub struct Server(UnboundedSender); impl Server { pub(crate) fn new(tx: UnboundedSender) -> Self { Server(tx) } /// Start server building process pub fn build() -> ServerBuilder { ServerBuilder::default() } pub(crate) fn signal(&self, sig: Signal) { let _ = self.0.unbounded_send(ServerCommand::Signal(sig)); } pub(crate) fn worker_died(&self, idx: usize) { let _ = self.0.unbounded_send(ServerCommand::WorkerDied(idx)); } /// Pause accepting incoming connections /// /// If socket contains some pending connection, they might be dropped. /// All opened connection remains active. pub fn pause(&self) -> impl Future { let (tx, rx) = oneshot::channel(); let _ = self.0.unbounded_send(ServerCommand::Pause(tx)); rx.map_err(|_| ()) } /// Resume accepting incoming connections pub fn resume(&self) -> impl Future { let (tx, rx) = oneshot::channel(); let _ = self.0.unbounded_send(ServerCommand::Resume(tx)); rx.map_err(|_| ()) } /// Stop incoming connection processing, stop all workers and exit. /// /// If server starts with `spawn()` method, then spawned thread get terminated. pub fn stop(&self, graceful: bool) -> impl Future { let (tx, rx) = oneshot::channel(); let _ = self.0.unbounded_send(ServerCommand::Stop { graceful, completion: Some(tx), }); rx.map_err(|_| ()) } }