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* Copyright 2004--2005, Google Inc.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* 1. Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef TALK_BASE_VIRTUALSOCKETSERVER_H_
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#define TALK_BASE_VIRTUALSOCKETSERVER_H_
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#include "talk/base/messagequeue.h"
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#include "talk/base/socketserver.h"
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class SocketAddressPair;
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// Simulates a network in the same manner as a loopback interface. The
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// interface can create as many addresses as you want. All of the sockets
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// created by this network will be able to communicate with one another, unless
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// they are bound to addresses from incompatible families.
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class VirtualSocketServer : public SocketServer, public sigslot::has_slots<> {
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// TODO: Add "owned" parameter.
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// If "owned" is set, the supplied socketserver will be deleted later.
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explicit VirtualSocketServer(SocketServer* ss);
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virtual ~VirtualSocketServer();
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SocketServer* socketserver() { return server_; }
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// Limits the network bandwidth (maximum bytes per second). Zero means that
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// all sends occur instantly. Defaults to 0.
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uint32 bandwidth() const { return bandwidth_; }
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void set_bandwidth(uint32 bandwidth) { bandwidth_ = bandwidth; }
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// Limits the amount of data which can be in flight on the network without
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// packet loss (on a per sender basis). Defaults to 64 KB.
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uint32 network_capacity() const { return network_capacity_; }
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void set_network_capacity(uint32 capacity) {
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network_capacity_ = capacity;
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// The amount of data which can be buffered by tcp on the sender's side
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uint32 send_buffer_capacity() const { return send_buffer_capacity_; }
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void set_send_buffer_capacity(uint32 capacity) {
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send_buffer_capacity_ = capacity;
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// The amount of data which can be buffered by tcp on the receiver's side
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uint32 recv_buffer_capacity() const { return recv_buffer_capacity_; }
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void set_recv_buffer_capacity(uint32 capacity) {
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recv_buffer_capacity_ = capacity;
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// Controls the (transit) delay for packets sent in the network. This does
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// not inclue the time required to sit in the send queue. Both of these
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// values are measured in milliseconds. Defaults to no delay.
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uint32 delay_mean() const { return delay_mean_; }
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uint32 delay_stddev() const { return delay_stddev_; }
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uint32 delay_samples() const { return delay_samples_; }
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void set_delay_mean(uint32 delay_mean) { delay_mean_ = delay_mean; }
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void set_delay_stddev(uint32 delay_stddev) {
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delay_stddev_ = delay_stddev;
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void set_delay_samples(uint32 delay_samples) {
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delay_samples_ = delay_samples;
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// If the (transit) delay parameters are modified, this method should be
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// called to recompute the new distribution.
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void UpdateDelayDistribution();
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// Controls the (uniform) probability that any sent packet is dropped. This
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// is separate from calculations to drop based on queue size.
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double drop_probability() { return drop_prob_; }
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void set_drop_probability(double drop_prob) {
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assert((0 <= drop_prob) && (drop_prob <= 1));
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drop_prob_ = drop_prob;
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virtual Socket* CreateSocket(int type);
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virtual Socket* CreateSocket(int family, int type);
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virtual AsyncSocket* CreateAsyncSocket(int type);
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virtual AsyncSocket* CreateAsyncSocket(int family, int type);
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virtual void SetMessageQueue(MessageQueue* queue);
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virtual bool Wait(int cms, bool process_io);
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virtual void WakeUp();
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typedef std::pair<double, double> Point;
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typedef std::vector<Point> Function;
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static Function* CreateDistribution(uint32 mean, uint32 stddev,
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// Similar to Thread::ProcessMessages, but it only processes messages until
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// there are no immediate messages or pending network traffic. Returns false
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// if Thread::Stop() was called.
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bool ProcessMessagesUntilIdle();
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// Returns a new IP not used before in this network.
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IPAddress GetNextIP(int family);
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uint16 GetNextPort();
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VirtualSocket* CreateSocketInternal(int family, int type);
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// Binds the given socket to addr, assigning and IP and Port if necessary
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int Bind(VirtualSocket* socket, SocketAddress* addr);
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// Binds the given socket to the given (fully-defined) address.
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int Bind(VirtualSocket* socket, const SocketAddress& addr);
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// Find the socket bound to the given address
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VirtualSocket* LookupBinding(const SocketAddress& addr);
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int Unbind(const SocketAddress& addr, VirtualSocket* socket);
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// Adds a mapping between this socket pair and the socket.
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void AddConnection(const SocketAddress& client,
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const SocketAddress& server,
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VirtualSocket* socket);
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// Find the socket pair corresponding to this server address.
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VirtualSocket* LookupConnection(const SocketAddress& client,
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const SocketAddress& server);
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void RemoveConnection(const SocketAddress& client,
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const SocketAddress& server);
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// Connects the given socket to the socket at the given address
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int Connect(VirtualSocket* socket, const SocketAddress& remote_addr,
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// Sends a disconnect message to the socket at the given address
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bool Disconnect(VirtualSocket* socket);
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// Sends the given packet to the socket at the given address (if one exists).
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int SendUdp(VirtualSocket* socket, const char* data, size_t data_size,
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const SocketAddress& remote_addr);
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// Moves as much data as possible from the sender's buffer to the network
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void SendTcp(VirtualSocket* socket);
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// Places a packet on the network.
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void AddPacketToNetwork(VirtualSocket* socket, VirtualSocket* recipient,
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uint32 cur_time, const char* data, size_t data_size,
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size_t header_size, bool ordered);
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// Removes stale packets from the network
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void PurgeNetworkPackets(VirtualSocket* socket, uint32 cur_time);
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// Computes the number of milliseconds required to send a packet of this size.
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uint32 SendDelay(uint32 size);
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// Returns a random transit delay chosen from the appropriate distribution.
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uint32 GetRandomTransitDelay();
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// Basic operations on functions. Those that return a function also take
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// ownership of the function given (and hence, may modify or delete it).
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static Function* Accumulate(Function* f);
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static Function* Invert(Function* f);
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static Function* Resample(Function* f, double x1, double x2, uint32 samples);
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static double Evaluate(Function* f, double x);
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// NULL out our message queue if it goes away. Necessary in the case where
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// our lifetime is greater than that of the thread we are using, since we
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// try to send Close messages for all connected sockets when we shutdown.
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void OnMessageQueueDestroyed() { msg_queue_ = NULL; }
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// Determine if two sockets should be able to communicate.
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// We don't (currently) specify an address family for sockets; instead,
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// the currently bound address is used to infer the address family.
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// Any socket that is not explicitly bound to an IPv4 address is assumed to be
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// dual-stack capable.
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// This function tests if two addresses can communicate, as well as the
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// sockets to which they may be bound (the addresses may or may not yet be
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// bound to the sockets).
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// First the addresses are tested (after normalization):
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// If both have the same family, then communication is OK.
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// If only one is IPv4 then false, unless the other is bound to ::.
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// This applies even if the IPv4 address is 0.0.0.0.
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// The socket arguments are optional; the sockets are checked to see if they
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// were explicitly bound to IPv6-any ('::'), and if so communication is
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// NB: This scheme doesn't permit non-dualstack IPv6 sockets.
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static bool CanInteractWith(VirtualSocket* local, VirtualSocket* remote);
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friend class VirtualSocket;
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typedef std::map<SocketAddress, VirtualSocket*> AddressMap;
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typedef std::map<SocketAddressPair, VirtualSocket*> ConnectionMap;
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SocketServer* server_;
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MessageQueue* msg_queue_;
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uint32 network_delay_;
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AddressMap* bindings_;
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ConnectionMap* connections_;
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uint32 network_capacity_;
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uint32 send_buffer_capacity_;
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uint32 recv_buffer_capacity_;
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uint32 delay_stddev_;
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uint32 delay_samples_;
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Function* delay_dist_;
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CriticalSection delay_crit_;
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DISALLOW_EVIL_CONSTRUCTORS(VirtualSocketServer);
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} // namespace talk_base
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#endif // TALK_BASE_VIRTUALSOCKETSERVER_H_