ClickHouse/programs/server/Server.h

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#pragma once
#include <Server/IServer.h>
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#include <daemon/BaseDaemon.h>
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/** Server provides three interfaces:
* 1. HTTP - simple interface for any applications.
* 2. TCP - interface for native clickhouse-client and for server to server internal communications.
* More rich and efficient, but less compatible
* - data is transferred by columns;
* - data is transferred compressed;
* Allows to get more information in response.
* 3. Interserver HTTP - for replication.
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*/
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namespace Poco
{
namespace Net
{
class ServerSocket;
}
}
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namespace DB
{
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class Server : public BaseDaemon, public IServer
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{
public:
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using ServerApplication::run;
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Poco::Util::LayeredConfiguration & config() const override
{
return BaseDaemon::config();
}
Poco::Logger & logger() const override
{
return BaseDaemon::logger();
}
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ContextMutablePtr context() const override
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{
return global_context;
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}
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bool isCancelled() const override
{
return BaseDaemon::isCancelled();
}
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void defineOptions(Poco::Util::OptionSet & _options) override;
protected:
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int run() override;
void initialize(Application & self) override;
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void uninitialize() override;
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int main(const std::vector<std::string> & args) override;
std::string getDefaultCorePath() const override;
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private:
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ContextMutablePtr global_context;
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Poco::Net::SocketAddress socketBindListen(Poco::Net::ServerSocket & socket, const std::string & host, UInt16 port, [[maybe_unused]] bool secure = false) const;
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using CreateServerFunc = std::function<void(UInt16)>;
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void createServer(const std::string & listen_host, const char * port_name, bool listen_try, CreateServerFunc && func) const;
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};
}