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package sys.net;
import cs.system.net.IPEndPoint;
import cs.system.net.sockets.AddressFamily;
import cs.system.net.sockets.NetworkStream;
import cs.system.net.sockets.ProtocolType;
import cs.system.net.sockets.SocketFlags;
import cs.system.net.sockets.SocketShutdown;
import cs.system.net.sockets.SocketType;
import cs.system.threading.Thread;
import haxe.io.Bytes;
import haxe.io.Error;
import haxe.io.Input;
import haxe.io.Output;
/**
A TCP socket class : allow you to both connect to a given server and exchange messages or start your own server and wait for connections.
**/
@:coreapi
class Socket {
private var sock : cs.system.net.sockets.Socket = null;
/**
The stream on which you can read available data. By default the stream is blocking until the requested data is available,
use [setBlocking(false)] or [setTimeout] to prevent infinite waiting.
**/
public var input(default,null) : haxe.io.Input;
/**
The stream on which you can send data. Please note that in case the output buffer you will block while writing the data, use [setBlocking(false)] or [setTimeout] to prevent that.
**/
public var output(default,null) : haxe.io.Output;
/**
A custom value that can be associated with the socket. Can be used to retreive your custom infos after a [select].
***/
public var custom : Dynamic;
/**
Creates a new unconnected socket.
**/
public function new() : Void {
sock = new cs.system.net.sockets.Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp );
sock.Blocking = true;
}
/**
Closes the socket : make sure to properly close all your sockets or you will crash when you run out of file descriptors.
**/
public function close() : Void {
sock.Close();
input = null;
output = null;
}
/**
Read the whole data available on the socket.
**/
public function read() : String {
return input.readAll().toString();
}
/**
Write the whole data to the socket output.
**/
public function write( content : String ) : Void {
output.writeString( content );
}
/**
Connect to the given server host/port. Throw an exception in case we couldn't sucessfully connect.
**/
public function connect( host : Host, port : Int ) : Void {
sock.Connect( host.ipAddress, port );
if (sock.Connected) {
this.output = new cs.io.NativeOutput( new NetworkStream(sock) );
this.input = new cs.io.NativeInput( new NetworkStream(sock) );
} else {
throw "Connection failed.";
}
}
/**
Allow the socket to listen for incoming questions. The parameter tells how many pending connections we can have until they get refused. Use [accept()] to accept incoming connections.
**/
public function listen( connections : Int ) : Void {
sock.Listen( connections );
}
/**
Shutdown the socket, either for reading or writing.
**/
public function shutdown( read : Bool, write : Bool ) : Void {
if ( read && write ) {
sock.Shutdown( SocketShutdown.Both );
input = null;
output = null;
} else if ( read ) {
sock.Shutdown( SocketShutdown.Receive );
input = null;
} else if ( write ) {
sock.Shutdown( SocketShutdown.Send );
output = null;
}
}
/**
Bind the socket to the given host/port so it can afterwards listen for connections there.
**/
public function bind( host : Host, port : Int ) : Void {
sock = new cs.system.net.sockets.Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp );
sock.Bind( new IPEndPoint(host.ipAddress, port) );
}
/**
Accept a new connected client. This will return a connected socket on which you can read/write some data.
**/
public function accept() : Socket {
var r = new Socket();
r.sock = sock.Accept();
r.output = new cs.io.NativeOutput( new NetworkStream(r.sock) );
r.input = new cs.io.NativeInput( new NetworkStream(r.sock) );
return r;
}
/**
Return the informations about the other side of a connected socket.
**/
public function peer() : { host : Host, port : Int } {
var remoteIP = cast(sock.RemoteEndPoint, IPEndPoint);
return { host: new Host(remoteIP.Address.ToString()), port: remoteIP.Port };
}
/**
Return the informations about our side of a connected socket.
**/
public function host() : { host : Host, port : Int } {
var localIP = cast(sock.LocalEndPoint, IPEndPoint);
return { host: new Host(localIP.Address.ToString()), port: localIP.Port };
}
/**
Gives a timeout after which blocking socket operations (such as reading and writing) will abort and throw an exception.
**/
public function setTimeout( timeout : Float ) : Void {
sock.ReceiveTimeout = sock.SendTimeout = Math.round(timeout * 1000);
}
/**
Block until some data is available for read on the socket.
**/
public function waitForRead() : Void {
var end = Date.now().getTime() + ((sock.ReceiveTimeout <= 0) ? Math.POSITIVE_INFINITY : sock.ReceiveTimeout);
while ( sock.Available == 0 && Date.now().getTime() < end) {
Thread.Sleep(5);
}
}
/**
Change the blocking mode of the socket. A blocking socket is the default behavior. A non-blocking socket will abort blocking operations immediatly by throwing a haxe.io.Error.Blocking value.
**/
public function setBlocking( b : Bool ) : Void {
sock.Blocking = b;
}
/**
Allows the socket to immediatly send the data when written to its output : this will cause less ping but might increase the number of packets / data size, especially when doing a lot of small writes.
**/
public function setFastSend( b : Bool ) : Void {
sock.NoDelay = b;
}
/**
Wait until one of the sockets groups is ready for the given operation :
[read] contains sockets on which we want to wait for available data to be read,
[write] contains sockets on which we want to wait until we are allowed to write some data to their output buffers,
[others] contains sockets on which we want to wait for exceptional conditions.
[select] will block until one of the condition is met, in which case it will return the sockets for which the condition was true.
In case a [timeout] (in seconds) is specified, select might wait at worse until the timeout expires.
**/
static public function select(read : Array<Socket>, write : Array<Socket>, others : Array<Socket>, ?timeout : Float) : { read: Array<Socket>,write: Array<Socket>,others: Array<Socket> } {
throw "Not implemented yet.";
return null;
}
}
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