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Namespace NFX.Glue.Native

Classes

InProcBinding

Provides synchronous communication pattern based on in-memory message exchange without serialization. This binding is usable for interconnection between NFX-native components in the same app domain

InProcClientTransport

Provides client-side functionality for synchronous communication pattern based on in-memory message exchange without serialization

InProcServerTransport

Provides server-side functionality for synchronous communication pattern based on in-memory message exchange without serialization

MemChunk

Represents a stream/writable chunk of memory backed by an array buffer

MpxBinding

Provides asynchronous communicating pattern based on asynchronous virtual socket. The concrete socket may be based on OS-supported technology i.e. - IO completion ports on Windows

MpxClientSocket

Represents client-side asynchronous socket. This socket initiates a connection to MpxServerSocket

MpxClientTransport

Implements asynchronous MPX client transport for MpxBinding

MpxListener

Represents a server-side listener socket that accepts the calls

MpxServerSocket

Represents server-side asynchronous socket that clients connect to

MpxServerTransport

Implements asynchronous MPX server transport for MpxBinding

MpxSocket<TTransport>

Base for MpxSockets implementation. An MpxSocket represents an asynchronous bi-directional channel of communication that delivers binary/wire messages of flexible size. The socket is NOT THREAD SAFE for calling Send() from parallel threads. Send() is done synchronously on the calling thread, i.e. the sender waits until the data is written into the OS socket buff. Receive is invoked by internal/system/io thread asynchronously and should not block for long (seconds)

MpxSocketFactory

Defines factory abstraction that creates socket per particular technology

MpxWinClientSocket

Implements a MPX client socket using Windows IO completion ports for receive

MpxWinListener

Implements a MPX socket listener that accepts connections into MpxWinServerSocket

MpxWinServerSocket

Implements a MPX server socket using Windows IO completion ports for receive

MpxWinSocketFactory

Factory that makes MpxWin sockets based on Windows-IO completion ports

SyncBinding

Provides synchronous communication pattern based on TCP blocking sockets and Slim serializer for maximum serialization performance and lowest latency. This binding is usable for interconnection between NFX-native components on LANs (i.e. server clusters) in scenarios when low latency is more important than total call invocation throughput

SyncClientTransport

Provides client-side functionality for synchronous communication pattern based on TCP blocking sockets and Slim serializer for maximum serialization performance and lowest latency. The SyncBinding is usable for interconnection between NFX-native components on LANs (i.e. server clusters) in scenarios when low latency is more important than total call invocation throughput

SyncServerTransport

Provides server-side functionality for synchronous communication pattern based on TCP blocking sockets and Slim serializer for maximum serialization performance and lowest latency. The SyncBinding is usable for interconnection between NFX-native components on LANs (i.e. server clusters) in scenarios when low latency is more important than total call invocation throughput. SyncServerTransport uses dedicated thread for request processing and is not scalable beyond a few hundred connections by design, however it provides low latency benefit

Structs

ClientSite

Represents a client call site identifier which gets generated on client and sent to server upon handshake. This struct identifies the calling client by supplying machine/host name and calling application instance ID

WireFrame

This struct defines a frame transmitted as a part of WireMsg which can be used for transport or session management needs

WireMsg

Represents a message that is transmitted over the wire:

Interfaces

IMpxTransport

Enums

FrameType

Type of transport frame message

Delegates

MpxSocketReceiveAction<TTransport>

Delivers wire msg from another side. DO NOT use WireMsg beyound the implementation of this delegate, if needed make a copy of msg.Data as the memory will be freed after this call returns

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