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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETTCP_HPP
#define SFML_SOCKETTCP_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketHelper.hpp>
#include <vector>
namespace sf
{
class Packet;
class IPAddress;
template <typename> class Selector;
////////////////////////////////////////////////////////////
/// SocketTCP wraps a socket using TCP protocol to
/// send data safely (but a bit slower)
////////////////////////////////////////////////////////////
class SFML_API SocketTCP
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
SocketTCP();
////////////////////////////////////////////////////////////
/// Change the blocking state of the socket.
/// The default behaviour of a socket is blocking
///
/// \param Blocking : Pass true to set the socket as blocking, or false for non-blocking
///
////////////////////////////////////////////////////////////
void SetBlocking(bool Blocking);
////////////////////////////////////////////////////////////
/// Connect to another computer on a specified port
///
/// \param Port : Port to use for transfers (warning : ports < 1024 are reserved)
/// \param HostAddress : IP Address of the host to connect to
/// \param Timeout : Maximum time to wait, in seconds (0 by default : no timeout) (this parameter is ignored for non-blocking sockets)
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
Socket::Status Connect(unsigned short Port, const IPAddress& HostAddress, float Timeout = 0.f);
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
///
/// \param Port : Port to listen to
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
bool Listen(unsigned short Port);
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function will block if the socket is blocking
///
/// \param Connected : Socket containing the connection with the connected client
/// \param Address : Pointer to an address to fill with client infos (NULL by default)
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Accept(SocketTCP& Connected, IPAddress* Address = NULL);
////////////////////////////////////////////////////////////
/// Send an array of bytes to the host (must be connected first)
///
/// \param Data : Pointer to the bytes to send
/// \param Size : Number of bytes to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(const char* Data, std::size_t Size);
////////////////////////////////////////////////////////////
/// Receive an array of bytes from the host (must be connected first).
/// This function will block if the socket is blocking
///
/// \param Data : Pointer to a byte array to fill (make sure it is big enough)
/// \param MaxSize : Maximum number of bytes to read
/// \param SizeReceived : Number of bytes received
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(char* Data, std::size_t MaxSize, std::size_t& SizeReceived);
////////////////////////////////////////////////////////////
/// Send a packet of data to the host (must be connected first)
///
/// \param PacketToSend : Packet to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(Packet& PacketToSend);
////////////////////////////////////////////////////////////
/// Receive a packet from the host (must be connected first).
/// This function will block if the socket is blocking
///
/// \param PacketToReceive : Packet to fill with received data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(Packet& PacketToReceive);
////////////////////////////////////////////////////////////
/// Close the socket
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
bool Close();
////////////////////////////////////////////////////////////
/// Check if the socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
///
/// \return True if the socket is valid
///
////////////////////////////////////////////////////////////
bool IsValid() const;
////////////////////////////////////////////////////////////
/// Comparison operator ==
///
/// \param Other : Socket to compare
///
/// \return True if *this == Other
///
////////////////////////////////////////////////////////////
bool operator ==(const SocketTCP& Other) const;
////////////////////////////////////////////////////////////
/// Comparison operator !=
///
/// \param Other : Socket to compare
///
/// \return True if *this != Other
///
////////////////////////////////////////////////////////////
bool operator !=(const SocketTCP& Other) const;
////////////////////////////////////////////////////////////
/// Comparison operator <.
/// Provided for compatibility with standard containers, as
/// comparing two sockets doesn't make much sense...
///
/// \param Other : Socket to compare
///
/// \return True if *this < Other
///
////////////////////////////////////////////////////////////
bool operator <(const SocketTCP& Other) const;
private :
friend class Selector<SocketTCP>;
////////////////////////////////////////////////////////////
/// Construct the socket from a socket descriptor
/// (for internal use only)
///
/// \param Descriptor : Socket descriptor
///
////////////////////////////////////////////////////////////
SocketTCP(SocketHelper::SocketType Descriptor);
////////////////////////////////////////////////////////////
/// Create the socket
///
/// \param Descriptor : System socket descriptor to use (0 by default -- create a new socket)
///
////////////////////////////////////////////////////////////
void Create(SocketHelper::SocketType Descriptor = 0);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketHelper::SocketType mySocket; ///< Socket descriptor
Uint32 myPendingHeader; ///< Data of the current pending packet header, if any
Uint32 myPendingHeaderSize; ///< Size of the current pending packet header, if any
std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any
Int32 myPendingPacketSize; ///< Size of the current pending packet, if any
bool myIsBlocking; ///< Is the socket blocking or non-blocking ?
};
} // namespace sf
#endif // SFML_SOCKETTCP_HPP
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