Refactor
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104
apps/LoopThroughWithOpenGLCompositing/control/ControlServer.h
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104
apps/LoopThroughWithOpenGLCompositing/control/ControlServer.h
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#pragma once
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#include "NativeSockets.h"
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#include <winsock2.h>
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#include <atomic>
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#include <filesystem>
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#include <functional>
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#include <map>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <vector>
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class JsonValue;
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class ControlServer
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{
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public:
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struct Callbacks
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{
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std::function<std::string()> getStateJson;
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std::function<bool(const std::string&, std::string&)> addLayer;
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std::function<bool(const std::string&, std::string&)> removeLayer;
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std::function<bool(const std::string&, int, std::string&)> moveLayer;
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std::function<bool(const std::string&, std::size_t, std::string&)> moveLayerToIndex;
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std::function<bool(const std::string&, bool, std::string&)> setLayerBypass;
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std::function<bool(const std::string&, const std::string&, std::string&)> setLayerShader;
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std::function<bool(const std::string&, const std::string&, const std::string&, std::string&)> updateLayerParameter;
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std::function<bool(const std::string&, std::string&)> resetLayerParameters;
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std::function<bool(const std::string&, std::string&)> saveStackPreset;
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std::function<bool(const std::string&, std::string&)> loadStackPreset;
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std::function<bool(std::string&)> reloadShader;
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};
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ControlServer();
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~ControlServer();
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bool Start(const std::filesystem::path& uiRoot, const std::filesystem::path& docsRoot, unsigned short preferredPort, const Callbacks& callbacks, std::string& error);
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void Stop();
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void BroadcastState();
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unsigned short GetPort() const { return mPort; }
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private:
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struct ClientConnection
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{
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UniqueSocket socket;
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bool websocket = false;
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};
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struct HttpRequest
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{
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std::string method;
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std::string path;
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std::map<std::string, std::string> headers;
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std::string body;
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};
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struct HttpResponse
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{
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std::string status;
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std::string contentType;
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std::string body;
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bool broadcastState = false;
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};
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void ServerLoop();
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bool HandleHttpClient(UniqueSocket clientSocket);
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bool TryAcceptClient();
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bool SendHttpResponse(SOCKET clientSocket, const HttpResponse& response);
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bool SendHttpResponse(SOCKET clientSocket, const std::string& status, const std::string& contentType, const std::string& body);
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bool HandleHttpRequest(UniqueSocket clientSocket, const std::string& request);
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bool HandleWebSocketUpgrade(UniqueSocket clientSocket, const HttpRequest& request);
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HttpResponse RouteHttpRequest(const HttpRequest& request);
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HttpResponse ServeGetRequest(const HttpRequest& request) const;
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HttpResponse ServeUiAsset(const std::string& relativePath) const;
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HttpResponse ServeDocsAsset(const std::string& relativePath) const;
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HttpResponse ServeOpenApiSpec() const;
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HttpResponse ServeSwaggerDocs() const;
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HttpResponse HandleApiPost(const HttpRequest& request);
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bool InvokePostRoute(const std::string& path, const JsonValue& root, std::string& actionError);
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bool SendWebSocketText(SOCKET clientSocket, const std::string& payload);
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void BroadcastStateLocked();
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std::string LoadUiAsset(const std::string& relativePath, std::string& contentType) const;
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std::string LoadTextFile(const std::filesystem::path& path) const;
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std::string BuildJsonResponse(bool success, const std::string& error = std::string()) const;
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static std::string Base64Encode(const unsigned char* data, DWORD dataLength);
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static std::string ComputeWebSocketAcceptKey(const std::string& clientKey);
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static std::string GetHeaderValue(const HttpRequest& request, const std::string& headerName);
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static bool ParseHttpRequest(const std::string& rawRequest, HttpRequest& request);
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private:
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std::filesystem::path mUiRoot;
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std::filesystem::path mDocsRoot;
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Callbacks mCallbacks;
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UniqueSocket mListenSocket;
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unsigned short mPort;
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std::thread mThread;
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std::atomic<bool> mRunning;
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mutable std::mutex mMutex;
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std::vector<ClientConnection> mClients;
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};
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