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// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// WebSocketHandshakeThrottle provides a facility for embedders to delay
// WebSocket connection establishment. Specifically, at the same time as the
// handshake is started blink::Platform::CreateWebSocketHandshakeThrottle() will
// be called. If a non-null WebSocketHandshakeThrottle is returned then
// ThrottleHandshake() will be called on it. If the result is error then the
// handshake will be aborted, and a connection error will be reported to
// Javascript. If the throttle hasn't reported a result when the WebSocket
// handshake succeeds then Blink will wait for the throttle result before
// reporting the connection is open to Javascript.
#ifndef THIRD_PARTY_BLINK_PUBLIC_PLATFORM_WEB_SOCKET_HANDSHAKE_THROTTLE_H_
#define THIRD_PARTY_BLINK_PUBLIC_PLATFORM_WEB_SOCKET_HANDSHAKE_THROTTLE_H_
#include "third_party/blink/public/platform/web_callbacks.h"
namespace blink {
class WebURL;
class WebString;
// Embedders can implement this class to delay WebSocket connections.
class WebSocketHandshakeThrottle {
public:
// Destruction implies that the handshake has been aborted. Any ongoing work
// should be cleaned up if possible.
virtual ~WebSocketHandshakeThrottle() = default;
// The WebCallbacks OnSuccess or OnError should be called asychronously to
// permit Javascript to use the connection or not. OnError should be passed
// a message to be displayed on the console indicating why the handshake was
// blocked. This object will be destroyed synchronously inside the
// callbacks. Callbacks must not be called after this object has been
// destroyed.
virtual void ThrottleHandshake(const WebURL&,
WebCallbacks<void, const WebString&>*) = 0;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_PUBLIC_PLATFORM_WEB_SOCKET_HANDSHAKE_THROTTLE_H_