/**************************************************************************/ /* */ /* Copyright (c) 2001, 2011 NoMachine (http://www.nomachine.com) */ /* Copyright (c) 2008-2014 Oleksandr Shneyder */ /* Copyright (c) 2011-2016 Mike Gabriel */ /* Copyright (c) 2014-2016 Mihai Moldovan */ /* Copyright (c) 2014-2016 Ulrich Sibiller */ /* Copyright (c) 2015-2016 Qindel Group (http://www.qindel.com) */ /* */ /* NXAGENT, NX protocol compression and NX extensions to this software */ /* are copyright of the aforementioned persons and companies. */ /* */ /* Redistribution and use of the present software is allowed according */ /* to terms specified in the file LICENSE which comes in the source */ /* distribution. */ /* */ /* All rights reserved. */ /* */ /* NOTE: This software has received contributions from various other */ /* contributors, only the core maintainers and supporters are listed as */ /* copyright holders. Please contact us, if you feel you should be listed */ /* as copyright holder, as well. */ /* */ /**************************************************************************/ #ifndef __Handlers_H__ #define __Handlers_H__ /* * Current size of the display buffer. */ extern int nxagentBuffer; /* * Set if we had to block waiting for * the display to become writable. */ extern int nxagentBlocking; /* * Current congestion level based on * the sync requests awaited or the * proxy tokens. */ extern int nxagentCongestion; /* * Bytes read from the agent's clients * and written to the display socket. */ extern double nxagentBytesIn; extern double nxagentBytesOut; /* * Total number of descriptors ready * as reported by the wakeup handler. */ extern int nxagentReady; /* * Timestamp of the last write to the * remote display. */ extern int nxagentFlush; /* * Let the dispatch loop yield control to * a different client after a fair amount * of time or after enough data has been * processed. */ struct _DispatchRec { int client; double in; double out; unsigned long start; }; extern struct _DispatchRec nxagentDispatch; /* * Ensure that we synchronize with the X * server after a given amount of output * is produced. */ struct _TokensRec { int soft; int hard; int pending; }; extern struct _TokensRec nxagentTokens; /* * The agent's block and wakeup handlers. */ void nxagentBlockHandler(void * data, struct timeval **timeout, void * mask); void nxagentWakeupHandler(void * data, int count, void * mask); /* * Executed after each request processed. */ void nxagentDispatchHandler(ClientPtr client, int in, int out); void nxagentShadowBlockHandler(void * data, struct timeval **timeout, void * mask); void nxagentShadowWakeupHandler(void * data, int count, void * mask); extern GCPtr nxagentShadowGCPtr; extern unsigned char nxagentShadowDepth; extern int nxagentShadowWidth; extern int nxagentShadowHeight; extern char *nxagentShadowBuffer; #endif /* __Handlers_H__ */