FS#86 - Rewrite the sockets API

Updated the API documentation of the whole network module
The system headers are no longer included by the sfml-network public headers

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1475 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-03-23 09:39:43 +00:00
parent a09ee0f9e3
commit 9280771665
66 changed files with 3976 additions and 2992 deletions

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@ -243,49 +243,57 @@
>
</File>
<File
RelativePath="..\..\src\SFML\Network\Selector.cpp"
RelativePath="..\..\src\SFML\Network\SocketSelector.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Selector.h"
RelativePath="..\..\include\SFML\Network\SocketSelector.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SelectorStruct.h"
RelativePath="..\..\src\SFML\Network\SocketSelectorStruct.h"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketStatus.h"
RelativePath="..\..\src\SFML\Network\TcpListener.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketTCP.cpp"
RelativePath="..\..\include\SFML\Network\TcpListener.h"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketTCP.h"
RelativePath="..\..\src\SFML\Network\TcpListenerStruct.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketTCPStruct.h"
RelativePath="..\..\src\SFML\Network\TcpSocket.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketUDP.cpp"
RelativePath="..\..\include\SFML\Network\TcpSocket.h"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketUDP.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketUDPStruct.h"
RelativePath="..\..\src\SFML\Network\TcpSocketStruct.h"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Types.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\UdpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\UdpSocket.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\UdpSocketStruct.h"
>
</File>
</Files>
<Globals>
</Globals>

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@ -242,15 +242,15 @@
>
</File>
<File
RelativePath="..\..\src\SFML\Network\Selector.cpp"
RelativePath="..\..\src\SFML\Network\SocketSelector.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Selector.h"
RelativePath="..\..\include\SFML\Network\SocketSelector.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SelectorStruct.h"
RelativePath="..\..\src\SFML\Network\SocketSelectorStruct.h"
>
</File>
<File
@ -258,33 +258,45 @@
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketTCP.cpp"
RelativePath="..\..\src\SFML\Network\TcpListener.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketTCP.h"
RelativePath="..\..\include\SFML\Network\TcpListener.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketTCPStruct.h"
RelativePath="..\..\src\SFML\Network\TcpListenerStruct.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketUDP.cpp"
RelativePath="..\..\src\SFML\Network\TcpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketUDP.h"
RelativePath="..\..\include\SFML\Network\TcpSocket.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketUDPStruct.h"
RelativePath="..\..\src\SFML\Network\TcpSocketStruct.h"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Types.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\UdpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\UdpSocket.h"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\UdpSocketStruct.h"
>
</File>
</Files>
<Globals>
</Globals>

View File

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_workspace_file>
<Workspace title="CSFML workspace">
<Project filename="csfml-main.cbp" active="1" />
<Project filename="csfml-main.cbp" />
<Project filename="csfml-system.cbp" />
<Project filename="csfml-window.cbp" />
<Project filename="csfml-graphics.cbp" />
<Project filename="csfml-audio.cbp" />
<Project filename="csfml-network.cbp" />
<Project filename="csfml-network.cbp" active="1" />
</Workspace>
</CodeBlocks_workspace_file>

View File

@ -58,11 +58,14 @@
<Unit filename="..\..\include\SFML\Network\Http.h" />
<Unit filename="..\..\include\SFML\Network\IpAddress.h" />
<Unit filename="..\..\include\SFML\Network\Packet.h" />
<Unit filename="..\..\include\SFML\Network\Selector.h" />
<Unit filename="..\..\include\SFML\Network\SocketSelector.h" />
<Unit filename="..\..\include\SFML\Network\SocketStatus.h" />
<Unit filename="..\..\include\SFML\Network\SocketTCP.h" />
<Unit filename="..\..\include\SFML\Network\SocketUDP.h" />
<Unit filename="..\..\include\SFML\Network\TcpListener.h" />
<Unit filename="..\..\include\SFML\Network\TcpSocket.h" />
<Unit filename="..\..\include\SFML\Network\Types.h" />
<Unit filename="..\..\include\SFML\Network\UdpSocket.h" />
<Unit filename="..\..\src\SFML\Network\Ftp.cpp" />
<Unit filename="..\..\src\SFML\Network\FtpStruct.h" />
<Unit filename="..\..\src\SFML\Network\Http.cpp" />
@ -70,12 +73,14 @@
<Unit filename="..\..\src\SFML\Network\IpAddress.cpp" />
<Unit filename="..\..\src\SFML\Network\Packet.cpp" />
<Unit filename="..\..\src\SFML\Network\PacketStruct.h" />
<Unit filename="..\..\src\SFML\Network\Selector.cpp" />
<Unit filename="..\..\src\SFML\Network\SelectorStruct.h" />
<Unit filename="..\..\src\SFML\Network\SocketTCP.cpp" />
<Unit filename="..\..\src\SFML\Network\SocketTCPStruct.h" />
<Unit filename="..\..\src\SFML\Network\SocketUDP.cpp" />
<Unit filename="..\..\src\SFML\Network\SocketUDPStruct.h" />
<Unit filename="..\..\src\SFML\Network\SocketSelector.cpp" />
<Unit filename="..\..\src\SFML\Network\SocketSelectorStruct.h" />
<Unit filename="..\..\src\SFML\Network\TcpListener.cpp" />
<Unit filename="..\..\src\SFML\Network\TcpListenerStruct.h" />
<Unit filename="..\..\src\SFML\Network\TcpSocket.cpp" />
<Unit filename="..\..\src\SFML\Network\TcpSocketStruct.h" />
<Unit filename="..\..\src\SFML\Network\UdpSocket.cpp" />
<Unit filename="..\..\src\SFML\Network\UdpSocketStruct.h" />
<Extensions>
<code_completion />
<envvars />

View File

@ -32,9 +32,10 @@
#include <SFML/System.h>
#include <SFML/Network/IpAddress.h>
#include <SFML/Network/Packet.h>
#include <SFML/Network/Selector.h>
#include <SFML/Network/SocketTCP.h>
#include <SFML/Network/SocketUDP.h>
#include <SFML/Network/SocketSelector.h>
#include <SFML/Network/TcpListener.h>
#include <SFML/Network/TcpSocket.h>
#include <SFML/Network/UdpSocket.h>
#endif // SFML_NETWORK_H

View File

@ -383,7 +383,7 @@ CSFML_API sfFtpResponse* sfFtp_ParentDirectory(sfFtp* ftp);
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
CSFML_API sfFtpResponse* sfFtp_MakeDirectory(sfFtp* ftp, const char* name);
CSFML_API sfFtpResponse* sfFtp_CreateDirectory(sfFtp* ftp, const char* name);
////////////////////////////////////////////////////////////
/// Remove an existing directory

View File

@ -123,7 +123,7 @@ CSFML_API void sfHttpRequest_SetMethod(sfHttpRequest* httpRequest, sfHttpMethod
/// \param URI : URI to request, local to the host
///
////////////////////////////////////////////////////////////
CSFML_API void sfHttpRequest_SetURI(sfHttpRequest* httpRequest, const char* URI);
CSFML_API void sfHttpRequest_SetUri(sfHttpRequest* httpRequest, const char* uri);
////////////////////////////////////////////////////////////
/// Set the HTTP version of the request.

View File

@ -22,8 +22,8 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SELECTOR_H
#define SFML_SELECTOR_H
#ifndef SFML_SOCKETSELECTOR_H
#define SFML_SOCKETSELECTOR_H
////////////////////////////////////////////////////////////
// Headers
@ -38,8 +38,7 @@
/// \return A new sfSelector object
///
////////////////////////////////////////////////////////////
CSFML_API sfSelectorTCP* sfSelectorTCP_Create();
CSFML_API sfSelectorUDP* sfSelectorUDP_Create();
CSFML_API sfSocketSelector* sfSocketSelector_Create();
////////////////////////////////////////////////////////////
/// Copy an existing selector
@ -49,8 +48,7 @@ CSFML_API sfSelectorUDP* sfSelectorUDP_Create();
/// \return Copied object
///
////////////////////////////////////////////////////////////
CSFML_API sfSelectorTCP* sfSelectorTCP_Copy(sfSelectorTCP* selector);
CSFML_API sfSelectorUDP* sfSelectorUDP_Copy(sfSelectorUDP* selector);
CSFML_API sfSocketSelector* sfSocketSelector_Copy(sfSocketSelector* selector);
////////////////////////////////////////////////////////////
/// Destroy an existing selector
@ -58,8 +56,7 @@ CSFML_API sfSelectorUDP* sfSelectorUDP_Copy(sfSelectorUDP* selector);
/// \param selector : Selector to delete
///
////////////////////////////////////////////////////////////
CSFML_API void sfSelectorTCP_Destroy(sfSelectorTCP* selector);
CSFML_API void sfSelectorUDP_Destroy(sfSelectorUDP* selector);
CSFML_API void sfSocketSelector_Destroy(sfSocketSelector* selector);
////////////////////////////////////////////////////////////
/// Add a socket to watch to a selector
@ -68,8 +65,9 @@ CSFML_API void sfSelectorUDP_Destroy(sfSelectorUDP* selector);
/// \param socket : Socket to add
///
////////////////////////////////////////////////////////////
CSFML_API void sfSelectorTCP_Add(sfSelectorTCP* selector, sfSocketTCP* socket);
CSFML_API void sfSelectorUDP_Add(sfSelectorUDP* selector, sfSocketUDP* socket);
CSFML_API void sfSocketSelector_AddTcpListener(sfSocketSelector* selector, sfTcpListener* socket);
CSFML_API void sfSocketSelector_AddTcpSocket(sfSocketSelector* selector, sfTcpSocket* socket);
CSFML_API void sfSocketSelector_AddUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket);
////////////////////////////////////////////////////////////
/// Remove a socket from a selector
@ -78,8 +76,9 @@ CSFML_API void sfSelectorUDP_Add(sfSelectorUDP* selector, sfSocketUDP* socket);
/// \param socket : Socket to remove
///
////////////////////////////////////////////////////////////
CSFML_API void sfSelectorTCP_Remove(sfSelectorTCP* selector, sfSocketTCP* socket);
CSFML_API void sfSelectorUDP_Remove(sfSelectorUDP* selector, sfSocketUDP* socket);
CSFML_API void sfSocketSelector_RemoveTcpListener(sfSocketSelector* selector, sfTcpListener* socket);
CSFML_API void sfSocketSelector_RemoveTcpSocket(sfSocketSelector* selector, sfTcpSocket* socket);
CSFML_API void sfSocketSelector_RemoveUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket);
////////////////////////////////////////////////////////////
/// Remove all sockets from a selector
@ -87,36 +86,33 @@ CSFML_API void sfSelectorUDP_Remove(sfSelectorUDP* selector, sfSocketUDP* socket
/// \param selector : Selector to remove the socket from
///
////////////////////////////////////////////////////////////
CSFML_API void sfSelectorTCP_Clear(sfSelectorTCP* selector);
CSFML_API void sfSelectorUDP_Clear(sfSelectorUDP* selector);
CSFML_API void sfSocketSelector_Clear(sfSocketSelector* selector);
////////////////////////////////////////////////////////////
/// Wait and collect sockets which are ready for reading.
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
/// is ready, or when the given timeout is over
///
/// \param selector : Selector to check
/// \param timeout : Maximum time to wait, in seconds (0 to disable timeout)
///
/// \return Number of sockets ready
/// \return sfTrue if there are sockets ready, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfSelectorTCP_Wait(sfSelectorTCP* selector, float timeout);
CSFML_API unsigned int sfSelectorUDP_Wait(sfSelectorUDP* selector, float timeout);
CSFML_API sfBool sfSocketSelector_Wait(sfSocketSelector* selector, float timeout);
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
/// Test a socket to know if it is ready to receive data
///
/// \param selector : Selector to check
/// \param index : Index of the socket to get
/// \param socket : Socket to test
///
/// \return The Index-th socket
/// \return sfTrue if the socket is ready to receive data
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketTCP* sfSelectorTCP_GetSocketReady(const sfSelectorTCP* selector, unsigned int index);
CSFML_API sfSocketUDP* sfSelectorUDP_GetSocketReady(const sfSelectorUDP* selector, unsigned int index);
CSFML_API sfBool sfSocketSelector_IsTcpListenerReady(const sfSocketSelector* selector, sfTcpListener* socket);
CSFML_API sfBool sfSocketSelector_IsTcpSocketReady(const sfSocketSelector* selector, sfTcpSocket* socket);
CSFML_API sfBool sfSocketSelector_IsUdpSocketReady(const sfSocketSelector* selector, sfUdpSocket* socket);
#endif // SFML_SELECTOR_H
#endif // SFML_SOCKETSELECTOR_H

View File

@ -0,0 +1,97 @@
////////////////////////////////////////////////////////////
//
// 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_TCPLISTENER_H
#define SFML_TCPLISTENER_H
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.h>
#include <SFML/Network/SocketStatus.h>
#include <SFML/Network/Types.h>
////////////////////////////////////////////////////////////
/// Construct a new TCP socket
///
/// \return Pointer to the new socket
///
////////////////////////////////////////////////////////////
CSFML_API sfTcpListener* sfTcpListener_Create();
////////////////////////////////////////////////////////////
/// Destroy an existing TCP socket
///
/// \param socket : Socket to destroy
///
////////////////////////////////////////////////////////////
CSFML_API void sfTcpListener_Destroy(sfTcpListener* socket);
////////////////////////////////////////////////////////////
/// Change the blocking state of a TCP socket.
/// The default behaviour of a socket is blocking
///
/// \param socket : Socket to modify
/// \param blocking : Pass sfTrue to set the socket as blocking, or sfFalse for non-blocking
///
////////////////////////////////////////////////////////////
CSFML_API void sfTcpListener_SetBlocking(sfTcpListener* socket, sfBool blocking);
////////////////////////////////////////////////////////////
/// Get the blocking state of the socket
///
/// \param socket : Socket to read
///
/// \Return sfTrue if the socket is blocking, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfTcpListener_IsBlocking(const sfTcpListener* socket);
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
///
/// \param socket : Socket to use for listening
/// \param port : Port to listen to
///
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfTcpListener_Listen(sfTcpListener* socket, unsigned short port);
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function is blocking, ie. it won't return before
/// a connection has been accepted
///
/// \param socket : Socket to use for accepting
/// \param connected : Pointer to a socket pointer that will be filled with the connected client
///
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfTcpListener_Accept(sfTcpListener* socket, sfTcpSocket** connected);
#endif // SFML_TCPLISTENER_H

View File

@ -22,8 +22,8 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETTCP_H
#define SFML_SOCKETTCP_H
#ifndef SFML_TCPSOCKET_H
#define SFML_TCPSOCKET_H
////////////////////////////////////////////////////////////
// Headers
@ -40,17 +40,7 @@
/// \return Pointer to the new socket
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketTCP* sfSocketTCP_Create();
////////////////////////////////////////////////////////////
/// Copy an existing TCP socket
///
/// \param socket : Socket to copy
///
/// \return Copied object
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketTCP* sfSocketTCP_Copy(sfSocketTCP* socket);
CSFML_API sfTcpSocket* sfTcpSocket_Create();
////////////////////////////////////////////////////////////
/// Destroy an existing TCP socket
@ -58,7 +48,7 @@ CSFML_API sfSocketTCP* sfSocketTCP_Copy(sfSocketTCP* socket);
/// \param socket : Socket to destroy
///
////////////////////////////////////////////////////////////
CSFML_API void sfSocketTCP_Destroy(sfSocketTCP* socket);
CSFML_API void sfTcpSocket_Destroy(sfTcpSocket* socket);
////////////////////////////////////////////////////////////
/// Change the blocking state of a TCP socket.
@ -68,45 +58,68 @@ CSFML_API void sfSocketTCP_Destroy(sfSocketTCP* socket);
/// \param blocking : Pass sfTrue to set the socket as blocking, or false for non-blocking
///
////////////////////////////////////////////////////////////
CSFML_API void sfSocketTCP_SetBlocking(sfSocketTCP* socket, sfBool blocking);
CSFML_API void sfTcpSocket_SetBlocking(sfTcpSocket* socket, sfBool blocking);
////////////////////////////////////////////////////////////
/// Get the blocking state of the socket
///
/// \param socket : Socket to read
///
/// \Return sfTrue if the socket is blocking, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfTcpSocket_IsBlocking(const sfTcpSocket* socket);
////////////////////////////////////////////////////////////
/// Get the port to which a socket is bound locally
///
/// \param socket : Socket to read
///
/// \return Port to which the socket is bound
///
////////////////////////////////////////////////////////////
CSFML_API unsigned short sfTcpSocket_GetLocalPort(const sfTcpSocket* socket);
////////////////////////////////////////////////////////////
/// Get the address of the connected peer of a socket
///
/// \param socket : Socket to read
///
/// \return Address of the remote peer
///
////////////////////////////////////////////////////////////
CSFML_API sfIpAddress sfTcpSocket_GetRemoteAddress(const sfTcpSocket* socket);
////////////////////////////////////////////////////////////
/// Get the port of the connected peer to which a socket is connected
///
/// \param socket : Socket to read
///
/// \return Remote port to which the socket is connected
///
////////////////////////////////////////////////////////////
CSFML_API unsigned short sfTcpSocket_GetRemotePort(const sfTcpSocket* socket);
////////////////////////////////////////////////////////////
/// Connect a TCP socket to another computer on a specified port
///
/// \param socket : Socket to use for connecting
/// \param port : Port to use for transfers (warning : ports < 1024 are reserved)
/// \param socket : Socket to connect
/// \param host : IP Address of the host to connect to
/// \param port : Port to use for transfers (warning : ports < 1024 are reserved)
/// \param timeout : Maximum time to wait (0 to use no timeout)
///
/// \return sfTrue if operation has been successful
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketTCP_Connect(sfSocketTCP* socket, unsigned short port, sfIpAddress host, float timeout);
CSFML_API sfSocketStatus sfTcpSocket_Connect(sfTcpSocket* socket, sfIpAddress host, unsigned short port, float timeout);
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
/// Disconnect a connect from its remote peer
///
/// \param socket : Socket to use for listening
/// \param port : Port to listen to
///
/// \return sfTrue if operation has been successful
/// \param socket : Socket to disconnect
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketTCP_Listen(sfSocketTCP* socket, unsigned short port);
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function is blocking, ie. it won't return before
/// a connection has been accepted
///
/// \param socket : Socket to use for accepting
/// \param connected : Pointer to a socket pointer that will be filled with the connected client
/// \param address : Pointer to an address to fill with client infos
///
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketTCP_Accept(sfSocketTCP* socket, sfSocketTCP** connected, sfIpAddress* address);
CSFML_API void sfTcpSocket_Disconnect(sfTcpSocket* socket);
////////////////////////////////////////////////////////////
/// Send an array of bytes to the host (must be connected first)
@ -118,7 +131,7 @@ CSFML_API sfSocketStatus sfSocketTCP_Accept(sfSocketTCP* socket, sfSocketTCP** c
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketTCP_Send(sfSocketTCP* socket, const char* data, size_t size);
CSFML_API sfSocketStatus sfTcpSocket_Send(sfTcpSocket* socket, const char* data, size_t size);
////////////////////////////////////////////////////////////
/// Receive an array of bytes from the host (must be connected first)
@ -131,7 +144,7 @@ CSFML_API sfSocketStatus sfSocketTCP_Send(sfSocketTCP* socket, const char* data,
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketTCP_Receive(sfSocketTCP* socket, char* data, size_t maxSize, size_t* sizeReceived);
CSFML_API sfSocketStatus sfTcpSocket_Receive(sfTcpSocket* socket, char* data, size_t maxSize, size_t* sizeReceived);
////////////////////////////////////////////////////////////
/// Send a packet of data to the host (must be connected first)
@ -142,7 +155,7 @@ CSFML_API sfSocketStatus sfSocketTCP_Receive(sfSocketTCP* socket, char* data, si
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketTCP_SendPacket(sfSocketTCP* socket, sfPacket* packet);
CSFML_API sfSocketStatus sfTcpSocket_SendPacket(sfTcpSocket* socket, sfPacket* packet);
////////////////////////////////////////////////////////////
/// Receive a packet from the host (must be connected first)
@ -153,28 +166,7 @@ CSFML_API sfSocketStatus sfSocketTCP_SendPacket(sfSocketTCP* socket, sfPacket* p
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketTCP_ReceivePacket(sfSocketTCP* socket, sfPacket* packet);
////////////////////////////////////////////////////////////
/// Close the socket
///
/// \param socket : Socket to close
///
/// \return True if the socket was successfully closed
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketTCP_Close(sfSocketTCP* socket);
////////////////////////////////////////////////////////////
/// Check if a socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
///
/// \param socket : Socket to check
///
/// \return True if the socket is valid
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketTCP_IsValid(const sfSocketTCP* socket);
CSFML_API sfSocketStatus sfTcpSocket_ReceivePacket(sfTcpSocket* socket, sfPacket* packet);
#endif // SFML_SOCKETTCP_H
#endif // SFML_TCPSOCKET_H

View File

@ -34,10 +34,10 @@ typedef struct sfHttpRequest sfHttpRequest;
typedef struct sfHttpResponse sfHttpResponse;
typedef struct sfHttp sfHttp;
typedef struct sfPacket sfPacket;
typedef struct sfSelectorTCP sfSelectorTCP;
typedef struct sfSelectorUDP sfSelectorUDP;
typedef struct sfSocketTCP sfSocketTCP;
typedef struct sfSocketUDP sfSocketUDP;
typedef struct sfSocketSelector sfSocketSelector;
typedef struct sfTcpListener sfTcpListener;
typedef struct sfTcpSocket sfTcpSocket;
typedef struct sfUdpSocket sfUdpSocket;
#endif // SFML_NETWORK_TYPES_H

View File

@ -22,8 +22,8 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETUDP_H
#define SFML_SOCKETUDP_H
#ifndef SFML_UDPSOCKET_H
#define SFML_UDPSOCKET_H
////////////////////////////////////////////////////////////
// Headers
@ -40,17 +40,7 @@
/// \return Pointer to the new socket
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketUDP* sfSocketUDP_Create();
////////////////////////////////////////////////////////////
/// Copy an existing UDP socket
///
/// \param socket : Socket to copy
///
/// \return Copied object
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketUDP* sfSocketUDP_Copy(sfSocketUDP* socket);
CSFML_API sfUdpSocket* sfUdpSocket_Create();
////////////////////////////////////////////////////////////
/// Destroy an existing UDP socket
@ -58,7 +48,7 @@ CSFML_API sfSocketUDP* sfSocketUDP_Copy(sfSocketUDP* socket);
/// \param socket : Socket to destroy
///
////////////////////////////////////////////////////////////
CSFML_API void sfSocketUDP_Destroy(sfSocketUDP* socket);
CSFML_API void sfUdpSocket_Destroy(sfUdpSocket* socket);
////////////////////////////////////////////////////////////
/// Change the blocking state of a UDP socket.
@ -68,7 +58,27 @@ CSFML_API void sfSocketUDP_Destroy(sfSocketUDP* socket);
/// \param blocking : Pass sfTrue to set the socket as blocking, or false for non-blocking
///
////////////////////////////////////////////////////////////
CSFML_API void sfSocketUDP_SetBlocking(sfSocketUDP* socket, sfBool blocking);
CSFML_API void sfUdpSocket_SetBlocking(sfUdpSocket* socket, sfBool blocking);
////////////////////////////////////////////////////////////
/// Get the blocking state of the socket
///
/// \param socket : Socket to read
///
/// \Return sfTrue if the socket is blocking, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfUdpSocket_IsBlocking(const sfUdpSocket* socket);
////////////////////////////////////////////////////////////
/// Get the port to which a socket is bound locally
///
/// \param socket : Socket to read
///
/// \return Port to which the socket is bound
///
////////////////////////////////////////////////////////////
CSFML_API unsigned short sfUdpSocket_GetLocalPort(const sfUdpSocket* socket);
////////////////////////////////////////////////////////////
/// Bind a socket to a specific port
@ -76,20 +86,18 @@ CSFML_API void sfSocketUDP_SetBlocking(sfSocketUDP* socket, sfBool blocking);
/// \param socket : Socket to bind
/// \param port : Port to bind the socket to
///
/// \return True if operation has been successful
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketUDP_Bind(sfSocketUDP* socket, unsigned short port);
CSFML_API sfSocketStatus sfUdpSocket_Bind(sfUdpSocket* socket, unsigned short port);
////////////////////////////////////////////////////////////
/// Unbind a socket from its previous port, if any
///
/// \param socket : Socket to unbind
///
/// \return sfTrue if operation has been successful
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketUDP_Unbind(sfSocketUDP* socket);
CSFML_API void sfUdpSocket_Unbind(sfUdpSocket* socket);
////////////////////////////////////////////////////////////
/// Send an array of bytes
@ -103,7 +111,7 @@ CSFML_API sfBool sfSocketUDP_Unbind(sfSocketUDP* socket);
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketUDP_Send(sfSocketUDP* socket, const char* data, size_t size, sfIpAddress address, unsigned short port);
CSFML_API sfSocketStatus sfUdpSocket_Send(sfUdpSocket* socket, const char* data, size_t size, sfIpAddress address, unsigned short port);
////////////////////////////////////////////////////////////
/// Receive an array of bytes.
@ -120,7 +128,7 @@ CSFML_API sfSocketStatus sfSocketUDP_Send(sfSocketUDP* socket, const char* data,
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketUDP_Receive(sfSocketUDP* socket, char* data, size_t maxSize, size_t* sizeReceived, sfIpAddress* address, unsigned short* port);
CSFML_API sfSocketStatus sfUdpSocket_Receive(sfUdpSocket* socket, char* data, size_t maxSize, size_t* sizeReceived, sfIpAddress* address, unsigned short* port);
////////////////////////////////////////////////////////////
/// Send a packet of data
@ -133,7 +141,7 @@ CSFML_API sfSocketStatus sfSocketUDP_Receive(sfSocketUDP* socket, char* data, si
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketUDP_SendPacket(sfSocketUDP* socket, sfPacket* packet, sfIpAddress address, unsigned short port);
CSFML_API sfSocketStatus sfUdpSocket_SendPacket(sfUdpSocket* socket, sfPacket* packet, sfIpAddress address, unsigned short port);
////////////////////////////////////////////////////////////
/// Receive a packet.
@ -148,28 +156,7 @@ CSFML_API sfSocketStatus sfSocketUDP_SendPacket(sfSocketUDP* socket, sfPacket* p
/// \return Socket status
///
////////////////////////////////////////////////////////////
CSFML_API sfSocketStatus sfSocketUDP_ReceivePacket(sfSocketUDP* socket, sfPacket* packet, sfIpAddress* address, unsigned short* port);
////////////////////////////////////////////////////////////
/// Close the socket
///
/// \param socket : Socket to close
///
/// \return True if the socket was successfully closed
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketUDP_Close(sfSocketUDP* socket);
////////////////////////////////////////////////////////////
/// Check if a socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
///
/// \param socket : Socket to check
///
/// \return sfTrue if the socket is valid
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSocketUDP_IsValid(sfSocketUDP* socket);
CSFML_API sfSocketStatus sfUdpSocket_ReceivePacket(sfUdpSocket* socket, sfPacket* packet, sfIpAddress* address, unsigned short* port);
#endif // SFML_SOCKETUDP_H
#endif // SFML_UDPSOCKET_H

View File

@ -39,6 +39,7 @@ void sfFtpListingResponse_Destroy(sfFtpListingResponse* ftpListingResponse)
delete ftpListingResponse;
}
////////////////////////////////////////////////////////////
/// Convenience function to check if the response status code
/// means a success
@ -48,6 +49,7 @@ sfBool sfFtpListingResponse_IsOk(const sfFtpListingResponse* ftpListingResponse)
CSFML_CALL_RETURN(ftpListingResponse, IsOk(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Get the response status code
////////////////////////////////////////////////////////////
@ -58,6 +60,7 @@ sfFtpStatus sfFtpListingResponse_GetStatus(const sfFtpListingResponse* ftpListin
return static_cast<sfFtpStatus>(ftpListingResponse->This.GetStatus());
}
////////////////////////////////////////////////////////////
/// Get the full message contained in the response
////////////////////////////////////////////////////////////
@ -68,14 +71,18 @@ const char* sfFtpListingResponse_GetMessage(const sfFtpListingResponse* ftpListi
return ftpListingResponse->This.GetMessage().c_str();
}
////////////////////////////////////////////////////////////
/// Get the number of filenames in the listing
////////////////////////////////////////////////////////////
size_t sfFtpListingResponse_GetCount(const sfFtpListingResponse* ftpListingResponse)
{
CSFML_CALL_RETURN(ftpListingResponse, GetCount(), 0);
CSFML_CHECK_RETURN(ftpListingResponse, 0);
return ftpListingResponse->This.GetFilenames().size();
}
////////////////////////////////////////////////////////////
/// Get the Index-th filename in the directory
////////////////////////////////////////////////////////////
@ -83,7 +90,7 @@ const char* sfFtpListingResponse_GetFilename(const sfFtpListingResponse* ftpList
{
CSFML_CHECK_RETURN(ftpListingResponse, NULL);
return ftpListingResponse->This.GetFilename(index).c_str();
return ftpListingResponse->This.GetFilenames()[index].c_str();
}
@ -95,6 +102,7 @@ void sfFtpDirectoryResponse_Destroy(sfFtpDirectoryResponse* ftpDirectoryResponse
delete ftpDirectoryResponse;
}
////////////////////////////////////////////////////////////
/// Convenience function to check if the response status code
/// means a success
@ -104,6 +112,7 @@ sfBool sfFtpDirectoryResponse_IsOk(const sfFtpDirectoryResponse* ftpDirectoryRes
CSFML_CALL_RETURN(ftpDirectoryResponse, IsOk(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Get the response status code
////////////////////////////////////////////////////////////
@ -114,6 +123,7 @@ sfFtpStatus sfFtpDirectoryResponse_GetStatus(const sfFtpDirectoryResponse* ftpDi
return static_cast<sfFtpStatus>(ftpDirectoryResponse->This.GetStatus());
}
////////////////////////////////////////////////////////////
/// Get the full message contained in the response
////////////////////////////////////////////////////////////
@ -124,6 +134,7 @@ const char* sfFtpDirectoryResponse_GetMessage(const sfFtpDirectoryResponse* ftpD
return ftpDirectoryResponse->This.GetMessage().c_str();
}
////////////////////////////////////////////////////////////
/// Get the directory returned in the response
////////////////////////////////////////////////////////////
@ -299,11 +310,11 @@ sfFtpResponse* sfFtp_ParentDirectory(sfFtp* ftp)
////////////////////////////////////////////////////////////
/// Create a new directory
////////////////////////////////////////////////////////////
sfFtpResponse* sfFtp_MakeDirectory(sfFtp* ftp, const char* name)
sfFtpResponse* sfFtp_CreateDirectory(sfFtp* ftp, const char* name)
{
CSFML_CHECK_RETURN(ftp, NULL);
return new sfFtpResponse(ftp->This.MakeDirectory(name ? name : ""));
return new sfFtpResponse(ftp->This.CreateDirectory(name ? name : ""));
}

View File

@ -29,6 +29,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Ftp.hpp>
#include <vector>
////////////////////////////////////////////////////////////
@ -78,7 +79,14 @@ struct sfFtpListingResponse
{
}
~sfFtpListingResponse()
{
for (std::vector<const char*>::iterator it = Filenames.begin(); it != Filenames.end(); ++it)
delete[] *it;
}
sf::Ftp::ListingResponse This;
std::vector<const char*> Filenames;
};

View File

@ -73,9 +73,9 @@ void sfHttpRequest_SetMethod(sfHttpRequest* httpRequest, sfHttpMethod method)
/// Set the target URI of the request.
/// This parameter is "/" by default
////////////////////////////////////////////////////////////
void sfHttpRequest_SetURI(sfHttpRequest* httpRequest, const char* URI)
void sfHttpRequest_SetUri(sfHttpRequest* httpRequest, const char* uri)
{
CSFML_CALL(httpRequest, SetURI(URI ? URI : ""));
CSFML_CALL(httpRequest, SetUri(uri ? uri : ""));
}

View File

@ -25,73 +25,118 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Selector.h>
#include <SFML/Network/SelectorStruct.h>
#include <SFML/Network/SocketSelector.h>
#include <SFML/Network/SocketSelectorStruct.h>
#include <SFML/Network/TcpListenerStruct.h>
#include <SFML/Network/TcpSocketStruct.h>
#include <SFML/Network/UdpSocketStruct.h>
#include <SFML/Internal.h>
////////////////////////////////////////////////////////////
/// Create a new selector
////////////////////////////////////////////////////////////
sfSelectorTCP* sfSelectorTCP_Create() {return new sfSelectorTCP;}
sfSelectorUDP* sfSelectorUDP_Create() {return new sfSelectorUDP;}
sfSocketSelector* sfSocketSelector_Create()
{
return new sfSocketSelector;
}
////////////////////////////////////////////////////////////
/// Copy an existing selector
////////////////////////////////////////////////////////////
sfSelectorTCP* sfSelectorTCP_Copy(sfSelectorTCP* selector) {CSFML_CHECK_RETURN(selector, NULL); return new sfSelectorTCP(*selector);}
sfSelectorUDP* sfSelectorUDP_Copy(sfSelectorUDP* selector) {CSFML_CHECK_RETURN(selector, NULL); return new sfSelectorUDP(*selector);}
sfSocketSelector* sfSocketSelector_Copy(sfSocketSelector* selector)
{
CSFML_CHECK_RETURN(selector, NULL);
return new sfSocketSelector(*selector);
}
////////////////////////////////////////////////////////////
/// Destroy an existing selector
////////////////////////////////////////////////////////////
void sfSelectorTCP_Destroy(sfSelectorTCP* selector) {delete selector;}
void sfSelectorUDP_Destroy(sfSelectorUDP* selector) {delete selector;}
void sfSocketSelector_Destroy(sfSocketSelector* selector)
{
delete selector;
}
////////////////////////////////////////////////////////////
/// Add a socket to watch to a selector
////////////////////////////////////////////////////////////
void sfSelectorTCP_Add(sfSelectorTCP* selector, sfSocketTCP* socket) {CSFML_CALL(selector, Add(socket->This)); selector->Sockets[socket->This] = socket;}
void sfSelectorUDP_Add(sfSelectorUDP* selector, sfSocketUDP* socket) {CSFML_CALL(selector, Add(socket->This)); selector->Sockets[socket->This] = socket;}
void sfSocketSelector_AddTcpListener(sfSocketSelector* selector, sfTcpListener* socket)
{
CSFML_CHECK(socket);
CSFML_CALL(selector, Add(socket->This));
}
void sfSocketSelector_AddTcpSocket(sfSocketSelector* selector, sfTcpSocket* socket)
{
CSFML_CHECK(socket);
CSFML_CALL(selector, Add(socket->This));
}
void sfSocketSelector_AddUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket)
{
CSFML_CHECK(socket);
CSFML_CALL(selector, Add(socket->This));
}
////////////////////////////////////////////////////////////
/// Remove a socket from a selector
////////////////////////////////////////////////////////////
void sfSelectorTCP_Remove(sfSelectorTCP* selector, sfSocketTCP* socket) {CSFML_CALL(selector, Remove(socket->This)); selector->Sockets.erase(socket->This);}
void sfSelectorUDP_Remove(sfSelectorUDP* selector, sfSocketUDP* socket) {CSFML_CALL(selector, Remove(socket->This)); selector->Sockets.erase(socket->This);}
void sfSocketSelector_RemoveTcpListener(sfSocketSelector* selector, sfTcpListener* socket)
{
CSFML_CHECK(socket);
CSFML_CALL(selector, Remove(socket->This));
}
void sfSocketSelector_RemoveTcpSocket(sfSocketSelector* selector, sfTcpSocket* socket)
{
CSFML_CHECK(socket);
CSFML_CALL(selector, Remove(socket->This));
}
void sfSocketSelector_RemoveUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket)
{
CSFML_CHECK(socket);
CSFML_CALL(selector, Remove(socket->This));
}
////////////////////////////////////////////////////////////
/// Remove all sockets from a selector
////////////////////////////////////////////////////////////
void sfSelectorTCP_Clear(sfSelectorTCP* selector) {CSFML_CALL(selector, Clear()); selector->Sockets.clear();}
void sfSelectorUDP_Clear(sfSelectorUDP* selector) {CSFML_CALL(selector, Clear()); selector->Sockets.clear();}
void sfSocketSelector_Clear(sfSocketSelector* selector)
{
CSFML_CALL(selector, Clear());
}
////////////////////////////////////////////////////////////
/// Wait and collect sockets which are ready for reading.
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
/// is ready, or when the given timeout is over
////////////////////////////////////////////////////////////
unsigned int sfSelectorTCP_Wait(sfSelectorTCP* selector, float timeout) {CSFML_CALL_RETURN(selector, Wait(timeout), 0);}
unsigned int sfSelectorUDP_Wait(sfSelectorUDP* selector, float timeout) {CSFML_CALL_RETURN(selector, Wait(timeout), 0);}
sfBool sfSocketSelector_Wait(sfSocketSelector* selector, float timeout)
{
CSFML_CALL_RETURN(selector, Wait(timeout), sfFalse);
}
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
/// Test a socket to know if it is ready to receive data
////////////////////////////////////////////////////////////
sfSocketTCP* sfSelectorTCP_GetSocketReady(const sfSelectorTCP* selector, unsigned int index)
sfBool sfSocketSelector_IsTcpListenerReady(const sfSocketSelector* selector, sfTcpListener* socket)
{
CSFML_CHECK_RETURN(selector, NULL);
return selector->Sockets.find(selector->This.GetSocketReady(index))->second;
CSFML_CHECK_RETURN(socket, sfFalse);
CSFML_CALL_RETURN(selector, IsReady(socket->This), sfFalse);
}
sfSocketUDP* sfSelectorUDP_GetSocketReady(const sfSelectorUDP* selector, unsigned int index)
sfBool sfSocketSelector_IsTcpSocketReady(const sfSocketSelector* selector, sfTcpSocket* socket)
{
CSFML_CHECK_RETURN(selector, NULL);
return selector->Sockets.find(selector->This.GetSocketReady(index))->second;
CSFML_CHECK_RETURN(socket, sfFalse);
CSFML_CALL_RETURN(selector, IsReady(socket->This), sfFalse);
}
sfBool sfSocketSelector_IsUdpSocketReady(const sfSocketSelector* selector, sfUdpSocket* socket)
{
CSFML_CHECK_RETURN(socket, sfFalse);
CSFML_CALL_RETURN(selector, IsReady(socket->This), sfFalse);
}

View File

@ -22,36 +22,22 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SELECTORSTRUCT_H
#define SFML_SELECTORSTRUCT_H
#ifndef SFML_SOCKETSELECTORSTRUCT_H
#define SFML_SOCKETSELECTORSTRUCT_H
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Selector.hpp>
#include <SFML/Network/SocketTCPStruct.h>
#include <SFML/Network/SocketUDPStruct.h>
#include <map>
#include <SFML/Network/SocketSelector.hpp>
////////////////////////////////////////////////////////////
// Internal structure of SelectorTCP
// Internal structure of sfSocketSelector
////////////////////////////////////////////////////////////
struct sfSelectorTCP
struct sfSocketSelector
{
sf::SelectorTCP This;
std::map<sf::SocketTCP, sfSocketTCP*> Sockets;
sf::SocketSelector This;
};
////////////////////////////////////////////////////////////
// Internal structure of sfSelectorUDP
////////////////////////////////////////////////////////////
struct sfSelectorUDP
{
sf::SelectorUDP This;
std::map<sf::SocketUDP, sfSocketUDP*> Sockets;
};
#endif // SFML_SELECTORSTRUCT_H
#endif // SFML_SOCKETSELECTORSTRUCT_H

View File

@ -0,0 +1,94 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/TcpListener.h>
#include <SFML/Network/TcpListenerStruct.h>
#include <SFML/Network/TcpSocketStruct.h>
#include <SFML/Internal.h>
////////////////////////////////////////////////////////////
/// Construct a new TCP socket
////////////////////////////////////////////////////////////
sfTcpListener* sfTcpListener_Create()
{
return new sfTcpListener;
}
////////////////////////////////////////////////////////////
/// Destroy an existing TCP socket
////////////////////////////////////////////////////////////
void sfTcpListener_Destroy(sfTcpListener* socket)
{
delete socket;
}
////////////////////////////////////////////////////////////
/// Change the blocking state of a TCP socket.
/// The default behaviour of a socket is blocking
////////////////////////////////////////////////////////////
void sfTcpListener_SetBlocking(sfTcpListener* socket, sfBool blocking)
{
CSFML_CALL(socket, SetBlocking(blocking == sfTrue));
}
////////////////////////////////////////////////////////////
/// Get the blocking state of the socket
////////////////////////////////////////////////////////////
sfBool sfTcpListener_IsBlocking(const sfTcpListener* socket)
{
CSFML_CALL_RETURN(socket, IsBlocking(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
////////////////////////////////////////////////////////////
sfSocketStatus sfTcpListener_Listen(sfTcpListener* socket, unsigned short port)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
return static_cast<sfSocketStatus>(socket->This.Listen(port));
}
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function is blocking, ie. it won't return before
/// a connection has been accepted
////////////////////////////////////////////////////////////
sfSocketStatus sfTcpListener_Accept(sfTcpListener* socket, sfTcpSocket** connected)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
CSFML_CHECK_RETURN(connected, sfSocketError);
*connected = new sfTcpSocket;
return static_cast<sfSocketStatus>(socket->This.Accept((*connected)->This));
}

View File

@ -0,0 +1,43 @@
////////////////////////////////////////////////////////////
//
// 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_TCPLISTENERSTRUCT_H
#define SFML_TCPLISTENERSTRUCT_H
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/TcpListener.hpp>
////////////////////////////////////////////////////////////
// Internal structure of sfTcpListener
////////////////////////////////////////////////////////////
struct sfTcpListener
{
sf::TcpListener This;
};
#endif // SFML_TCPLISTENERSTRUCT_H

View File

@ -25,8 +25,8 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketTCP.h>
#include <SFML/Network/SocketTCPStruct.h>
#include <SFML/Network/TcpSocket.h>
#include <SFML/Network/TcpSocketStruct.h>
#include <SFML/Network/PacketStruct.h>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Internal.h>
@ -36,33 +36,18 @@
////////////////////////////////////////////////////////////
/// Construct a new TCP socket
////////////////////////////////////////////////////////////
sfSocketTCP* sfSocketTCP_Create()
sfTcpSocket* sfTcpSocket_Create()
{
return new sfSocketTCP;
}
////////////////////////////////////////////////////////////
/// Copy an existing TCP socket
////////////////////////////////////////////////////////////
sfSocketTCP* sfSocketTCP_Copy(sfSocketTCP* socket)
{
CSFML_CHECK_RETURN(socket, NULL);
return new sfSocketTCP(*socket);
return new sfTcpSocket;
}
////////////////////////////////////////////////////////////
/// Destroy an existing TCP socket
////////////////////////////////////////////////////////////
void sfSocketTCP_Destroy(sfSocketTCP* socket)
void sfTcpSocket_Destroy(sfTcpSocket* socket)
{
if (socket)
{
socket->This.Close();
delete socket;
}
delete socket;
}
@ -70,67 +55,80 @@ void sfSocketTCP_Destroy(sfSocketTCP* socket)
/// Change the blocking state of a TCP socket.
/// The default behaviour of a socket is blocking
////////////////////////////////////////////////////////////
void sfSocketTCP_SetBlocking(sfSocketTCP* socket, sfBool blocking)
void sfTcpSocket_SetBlocking(sfTcpSocket* socket, sfBool blocking)
{
CSFML_CALL(socket, SetBlocking(blocking == sfTrue));
}
////////////////////////////////////////////////////////////
/// Get the blocking state of the socket
////////////////////////////////////////////////////////////
sfBool sfTcpSocket_IsBlocking(const sfTcpSocket* socket)
{
CSFML_CALL_RETURN(socket, IsBlocking(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Get the port to which a socket is bound locally
////////////////////////////////////////////////////////////
unsigned short sfTcpSocket_GetLocalPort(const sfTcpSocket* socket)
{
CSFML_CALL_RETURN(socket, GetLocalPort(), 0);
}
////////////////////////////////////////////////////////////
/// Get the address of the connected peer of a socket
////////////////////////////////////////////////////////////
sfIpAddress sfTcpSocket_GetRemoteAddress(const sfTcpSocket* socket)
{
sfIpAddress result;
CSFML_CHECK_RETURN(socket, result);
sf::IpAddress address = socket->This.GetRemoteAddress();
strncpy(result.Address, address.ToString().c_str(), 16);
return result;
}
////////////////////////////////////////////////////////////
/// Get the port of the connected peer to which a socket is connected
////////////////////////////////////////////////////////////
unsigned short sfTcpSocket_GetRemotePort(const sfTcpSocket* socket)
{
CSFML_CALL_RETURN(socket, GetRemotePort(), 0);
}
////////////////////////////////////////////////////////////
/// Connect a TCP socket to another computer on a specified port
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketTCP_Connect(sfSocketTCP* socket, unsigned short port, sfIpAddress host, float timeout)
sfSocketStatus sfTcpSocket_Connect(sfTcpSocket* socket, sfIpAddress host, unsigned short port, float timeout)
{
sf::IpAddress address(host.Address);
CSFML_CHECK_RETURN(socket, sfSocketError);
return static_cast<sfSocketStatus>(socket->This.Connect(port, address, timeout));
return static_cast<sfSocketStatus>(socket->This.Connect(address, port, timeout));
}
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
/// Disconnect a connect from its remote peer
////////////////////////////////////////////////////////////
sfBool sfSocketTCP_Listen(sfSocketTCP* socket, unsigned short port)
void sfTcpSocket_Disconnect(sfTcpSocket* socket)
{
CSFML_CALL_RETURN(socket, Listen(port), sfFalse);
}
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function is blocking, ie. it won't return before
/// a connection has been accepted
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketTCP_Accept(sfSocketTCP* socket, sfSocketTCP** connected, sfIpAddress* address)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
CSFML_CHECK_RETURN(connected, sfSocketError);
// Call SFML internal function
sf::IpAddress clientAddress;
sf::SocketTCP client;
sf::Socket::Status status = socket->This.Accept(client, &clientAddress);
if (status != sf::Socket::Done)
return static_cast<sfSocketStatus>(status);
// Convert the client socket returned
*connected = sfSocketTCP_Create();
(*connected)->This = client;
// Convert the address if needed
if (address)
strncpy(address->Address, clientAddress.ToString().c_str(), 16);
return sfSocketDone;
CSFML_CALL(socket, Disconnect());
}
////////////////////////////////////////////////////////////
/// Send an array of bytes to the host (must be connected first)
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketTCP_Send(sfSocketTCP* socket, const char* data, size_t size)
sfSocketStatus sfTcpSocket_Send(sfTcpSocket* socket, const char* data, size_t size)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
@ -141,7 +139,7 @@ sfSocketStatus sfSocketTCP_Send(sfSocketTCP* socket, const char* data, size_t si
////////////////////////////////////////////////////////////
/// Receive an array of bytes from the host (must be connected first)
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketTCP_Receive(sfSocketTCP* socket, char* data, size_t maxSize, size_t* sizeReceived)
sfSocketStatus sfTcpSocket_Receive(sfTcpSocket* socket, char* data, size_t maxSize, size_t* sizeReceived)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
@ -160,7 +158,7 @@ sfSocketStatus sfSocketTCP_Receive(sfSocketTCP* socket, char* data, size_t maxSi
////////////////////////////////////////////////////////////
/// Send a packet of data to the host (must be connected first)
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketTCP_SendPacket(sfSocketTCP* socket, sfPacket* packet)
sfSocketStatus sfTcpSocket_SendPacket(sfTcpSocket* socket, sfPacket* packet)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
CSFML_CHECK_RETURN(packet, sfSocketError);
@ -172,29 +170,10 @@ sfSocketStatus sfSocketTCP_SendPacket(sfSocketTCP* socket, sfPacket* packet)
////////////////////////////////////////////////////////////
/// Receive a packet from the host (must be connected first)
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketTCP_ReceivePacket(sfSocketTCP* socket, sfPacket* packet)
sfSocketStatus sfTcpSocket_ReceivePacket(sfTcpSocket* socket, sfPacket* packet)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
CSFML_CHECK_RETURN(packet, sfSocketError);
return static_cast<sfSocketStatus>(socket->This.Receive(packet->This));
}
////////////////////////////////////////////////////////////
/// Close the socket
////////////////////////////////////////////////////////////
sfBool sfSocketTCP_Close(sfSocketTCP* socket)
{
CSFML_CALL_RETURN(socket, Close(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Check if a socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
////////////////////////////////////////////////////////////
sfBool sfSocketTCP_IsValid(const sfSocketTCP* socket)
{
CSFML_CALL_RETURN(socket, IsValid(), sfFalse);
}

View File

@ -22,22 +22,22 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETTCPSTRUCT_H
#define SFML_SOCKETTCPSTRUCT_H
#ifndef SFML_TCPSOCKETSTRUCT_H
#define SFML_TCPSOCKETSTRUCT_H
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketTCP.hpp>
#include <SFML/Network/TcpSocket.hpp>
////////////////////////////////////////////////////////////
// Internal structure of sfSocketTCP
// Internal structure of sfTcpSocket
////////////////////////////////////////////////////////////
struct sfSocketTCP
struct sfTcpSocket
{
sf::SocketTCP This;
sf::TcpSocket This;
};
#endif // SFML_SOCKETTCPSTRUCT_H
#endif // SFML_TCPSOCKETSTRUCT_H

View File

@ -25,8 +25,8 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketUDP.h>
#include <SFML/Network/SocketUDPStruct.h>
#include <SFML/Network/UdpSocket.h>
#include <SFML/Network/UdpSocketStruct.h>
#include <SFML/Network/PacketStruct.h>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Internal.h>
@ -36,33 +36,18 @@
////////////////////////////////////////////////////////////
/// Construct a new UDP socket
////////////////////////////////////////////////////////////
sfSocketUDP* sfSocketUDP_Create()
sfUdpSocket* sfUdpSocket_Create()
{
return new sfSocketUDP;
}
////////////////////////////////////////////////////////////
/// Copy an existing UDP socket
////////////////////////////////////////////////////////////
sfSocketUDP* sfSocketUDP_Copy(sfSocketUDP* socket)
{
CSFML_CHECK_RETURN(socket, NULL);
return new sfSocketUDP(*socket);
return new sfUdpSocket;
}
////////////////////////////////////////////////////////////
/// Destroy an existing UDP socket
////////////////////////////////////////////////////////////
void sfSocketUDP_Destroy(sfSocketUDP* socket)
void sfUdpSocket_Destroy(sfUdpSocket* socket)
{
if (socket)
{
socket->This.Close();
delete socket;
}
delete socket;
}
@ -70,34 +55,53 @@ void sfSocketUDP_Destroy(sfSocketUDP* socket)
/// Change the blocking state of a UDP socket.
/// The default behaviour of a socket is blocking
////////////////////////////////////////////////////////////
void sfSocketUDP_SetBlocking(sfSocketUDP* socket, sfBool blocking)
void sfUdpSocket_SetBlocking(sfUdpSocket* socket, sfBool blocking)
{
CSFML_CALL(socket, SetBlocking(blocking == sfTrue));
}
////////////////////////////////////////////////////////////
/// Get the blocking state of the socket
////////////////////////////////////////////////////////////
sfBool sfUdpSocket_IsBlocking(const sfUdpSocket* socket)
{
CSFML_CALL_RETURN(socket, IsBlocking(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Get the port to which the socket is bound locally
////////////////////////////////////////////////////////////
unsigned short sfUdpSocket_GetLocalPort(const sfUdpSocket* socket)
{
CSFML_CALL_RETURN(socket, GetLocalPort(), 0);
}
////////////////////////////////////////////////////////////
/// Bind a socket to a specific port
////////////////////////////////////////////////////////////
sfBool sfSocketUDP_Bind(sfSocketUDP* socket, unsigned short port)
sfSocketStatus sfUdpSocket_Bind(sfUdpSocket* socket, unsigned short port)
{
CSFML_CALL_RETURN(socket, Bind(port), sfFalse);
CSFML_CHECK_RETURN(socket, sfSocketError);
return static_cast<sfSocketStatus>(socket->This.Bind(port));
}
////////////////////////////////////////////////////////////
/// Unbind a socket from its previous port, if any
////////////////////////////////////////////////////////////
sfBool sfSocketUDP_Unbind(sfSocketUDP* socket)
void sfUdpSocket_Unbind(sfUdpSocket* socket)
{
CSFML_CALL_RETURN(socket, Unbind(), sfFalse);
CSFML_CALL(socket, Unbind());
}
////////////////////////////////////////////////////////////
/// Send an array of bytes
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketUDP_Send(sfSocketUDP* socket, const char* data, size_t size, sfIpAddress address, unsigned short port)
sfSocketStatus sfUdpSocket_Send(sfUdpSocket* socket, const char* data, size_t size, sfIpAddress address, unsigned short port)
{
CSFML_CHECK_RETURN(socket, sfSocketError)
@ -113,7 +117,7 @@ sfSocketStatus sfSocketUDP_Send(sfSocketUDP* socket, const char* data, size_t si
/// This function is blocking, ie. it won't return before some
/// bytes have been received
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketUDP_Receive(sfSocketUDP* socket, char* data, size_t maxSize, size_t* sizeReceived, sfIpAddress* address, unsigned short* port)
sfSocketStatus sfUdpSocket_Receive(sfUdpSocket* socket, char* data, size_t maxSize, size_t* sizeReceived, sfIpAddress* address, unsigned short* port)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
@ -142,7 +146,7 @@ sfSocketStatus sfSocketUDP_Receive(sfSocketUDP* socket, char* data, size_t maxSi
////////////////////////////////////////////////////////////
/// Send a packet of data
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketUDP_SendPacket(sfSocketUDP* socket, sfPacket* packet, sfIpAddress address, unsigned short port)
sfSocketStatus sfUdpSocket_SendPacket(sfUdpSocket* socket, sfPacket* packet, sfIpAddress address, unsigned short port)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
CSFML_CHECK_RETURN(packet, sfSocketError);
@ -159,7 +163,7 @@ sfSocketStatus sfSocketUDP_SendPacket(sfSocketUDP* socket, sfPacket* packet, sfI
/// This function is blocking, ie. it won't return before a
/// packet is received
////////////////////////////////////////////////////////////
sfSocketStatus sfSocketUDP_ReceivePacket(sfSocketUDP* socket, sfPacket* packet, sfIpAddress* address, unsigned short* port)
sfSocketStatus sfUdpSocket_ReceivePacket(sfUdpSocket* socket, sfPacket* packet, sfIpAddress* address, unsigned short* port)
{
CSFML_CHECK_RETURN(socket, sfSocketError);
CSFML_CHECK_RETURN(packet, sfSocketError);
@ -178,22 +182,3 @@ sfSocketStatus sfSocketUDP_ReceivePacket(sfSocketUDP* socket, sfPacket* packet,
return sfSocketDone;
}
////////////////////////////////////////////////////////////
/// Close the socket
////////////////////////////////////////////////////////////
sfBool sfSocketUDP_Close(sfSocketUDP* socket)
{
CSFML_CALL_RETURN(socket, Close(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Check if a socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
////////////////////////////////////////////////////////////
sfBool sfSocketUDP_IsValid(const sfSocketUDP* socket)
{
CSFML_CALL_RETURN(socket, IsValid(), sfFalse);
}

View File

@ -22,22 +22,22 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETUDPSTRUCT_H
#define SFML_SOCKETUDPSTRUCT_H
#ifndef SFML_UDPSOCKETSTRUCT_H
#define SFML_UDPSOCKETSTRUCT_H
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketUDP.hpp>
#include <SFML/Network/UdpSocket.hpp>
////////////////////////////////////////////////////////////
// Internal structure of sfSocketUDP
// Internal structure of sfUdpSocket
////////////////////////////////////////////////////////////
struct sfSocketUDP
struct sfUdpSocket
{
sf::SocketUDP This;
sf::UdpSocket This;
};
#endif // SFML_SOCKETUDPSTRUCT_H
#endif // SFML_UDPSOCKETSTRUCT_H

View File

@ -26,7 +26,7 @@ EXPORTS
sfFtp_GetDirectoryListing
sfFtp_ChangeDirectory
sfFtp_ParentDirectory
sfFtp_MakeDirectory
sfFtp_CreateDirectory
sfFtp_DeleteDirectory
sfFtp_RenameFile
sfFtp_DeleteFile
@ -36,7 +36,7 @@ EXPORTS
sfHttpRequest_Destroy
sfHttpRequest_SetField
sfHttpRequest_SetMethod
sfHttpRequest_SetURI
sfHttpRequest_SetUri
sfHttpRequest_SetHttpVersion
sfHttpRequest_SetBody
sfHttpResponse_Destroy
@ -58,29 +58,36 @@ EXPORTS
sfIpAddress_GetPublicAddress
sfIpAddress_LocalHost
sfIpAddress_None
sfSocketTCP_Create
sfSocketTCP_Destroy
sfSocketTCP_SetBlocking
sfSocketTCP_Connect
sfSocketTCP_Listen
sfSocketTCP_Accept
sfSocketTCP_Send
sfSocketTCP_Receive
sfSocketTCP_SendPacket
sfSocketTCP_ReceivePacket
sfSocketTCP_Close
sfSocketTCP_IsValid
sfSocketUDP_Create
sfSocketUDP_Destroy
sfSocketUDP_SetBlocking
sfSocketUDP_Bind
sfSocketUDP_Unbind
sfSocketUDP_Send
sfSocketUDP_Receive
sfSocketUDP_SendPacket
sfSocketUDP_ReceivePacket
sfSocketUDP_Close
sfSocketUDP_IsValid
sfTcpListener_Create
sfTcpListener_Destroy
sfTcpListener_SetBlocking
sfTcpListener_IsBlocking
sfTcpListener_Listen
sfTcpListener_Accept
sfTcpSocket_Create
sfTcpSocket_Destroy
sfTcpSocket_SetBlocking
sfTcpSocket_IsBlocking
sfTcpSocket_GetLocalPort
sfTcpSocket_GetRemoteAddress
sfTcpSocket_GetRemotePort
sfTcpSocket_Connect
sfTcpSocket_Disconnect
sfTcpSocket_Send
sfTcpSocket_Receive
sfTcpSocket_SendPacket
sfTcpSocket_ReceivePacket
sfUdpSocket_Create
sfUdpSocket_Destroy
sfUdpSocket_SetBlocking
sfUdpSocket_IsBlocking
sfUdpSocket_GetLocalPort
sfUdpSocket_Bind
sfUdpSocket_Unbind
sfUdpSocket_Send
sfUdpSocket_Receive
sfUdpSocket_SendPacket
sfUdpSocket_ReceivePacket
sfPacket_Create
sfPacket_Copy
sfPacket_Destroy
@ -112,19 +119,17 @@ EXPORTS
sfPacket_WriteDouble
sfPacket_WriteString
sfPacket_WriteWideString
sfSelectorTCP_Create
sfSelectorTCP_Copy
sfSelectorTCP_Destroy
sfSelectorTCP_Add
sfSelectorTCP_Remove
sfSelectorTCP_Clear
sfSelectorTCP_Wait
sfSelectorTCP_GetSocketReady
sfSelectorUDP_Create
sfSelectorUDP_Copy
sfSelectorUDP_Destroy
sfSelectorUDP_Add
sfSelectorUDP_Remove
sfSelectorUDP_Clear
sfSelectorUDP_Wait
sfSelectorUDP_GetSocketReady
sfSocketSelector_Create
sfSocketSelector_Copy
sfSocketSelector_Destroy
sfSocketSelector_AddTcpListener
sfSocketSelector_AddTcpSocket
sfSocketSelector_AddUdpSocket
sfSocketSelector_RemoveTcpListener
sfSocketSelector_RemoveTcpSocket
sfSocketSelector_RemoveUdpSocket
sfSocketSelector_Clear
sfSocketSelector_Wait
sfSocketSelector_IsTcpListenerReady
sfSocketSelector_IsTcpSocketReady
sfSocketSelector_IsUdpSocketReady

View File

@ -26,7 +26,7 @@ EXPORTS
sfFtp_GetDirectoryListing
sfFtp_ChangeDirectory
sfFtp_ParentDirectory
sfFtp_MakeDirectory
sfFtp_CreateDirectory
sfFtp_DeleteDirectory
sfFtp_RenameFile
sfFtp_DeleteFile
@ -36,7 +36,7 @@ EXPORTS
sfHttpRequest_Destroy
sfHttpRequest_SetField
sfHttpRequest_SetMethod
sfHttpRequest_SetURI
sfHttpRequest_SetUri
sfHttpRequest_SetHttpVersion
sfHttpRequest_SetBody
sfHttpResponse_Destroy
@ -58,31 +58,36 @@ EXPORTS
sfIpAddress_GetPublicAddress
sfIpAddress_LocalHost
sfIpAddress_None
sfSocketTCP_Create
sfSocketTCP_Copy
sfSocketTCP_Destroy
sfSocketTCP_SetBlocking
sfSocketTCP_Connect
sfSocketTCP_Listen
sfSocketTCP_Accept
sfSocketTCP_Send
sfSocketTCP_Receive
sfSocketTCP_SendPacket
sfSocketTCP_ReceivePacket
sfSocketTCP_Close
sfSocketTCP_IsValid
sfSocketUDP_Create
sfSocketUDP_Copy
sfSocketUDP_Destroy
sfSocketUDP_SetBlocking
sfSocketUDP_Bind
sfSocketUDP_Unbind
sfSocketUDP_Send
sfSocketUDP_Receive
sfSocketUDP_SendPacket
sfSocketUDP_ReceivePacket
sfSocketUDP_Close
sfSocketUDP_IsValid
sfTcpListener_Create
sfTcpListener_Destroy
sfTcpListener_SetBlocking
sfTcpListener_IsBlocking
sfTcpListener_Listen
sfTcpListener_Accept
sfTcpSocket_Create
sfTcpSocket_Destroy
sfTcpSocket_SetBlocking
sfTcpSocket_IsBlocking
sfTcpSocket_GetLocalPort
sfTcpSocket_GetRemoteAddress
sfTcpSocket_GetRemotePort
sfTcpSocket_Connect
sfTcpSocket_Disconnect
sfTcpSocket_Send
sfTcpSocket_Receive
sfTcpSocket_SendPacket
sfTcpSocket_ReceivePacket
sfUdpSocket_Create
sfUdpSocket_Destroy
sfUdpSocket_SetBlocking
sfUdpSocket_IsBlocking
sfUdpSocket_GetLocalPort
sfUdpSocket_Bind
sfUdpSocket_Unbind
sfUdpSocket_Send
sfUdpSocket_Receive
sfUdpSocket_SendPacket
sfUdpSocket_ReceivePacket
sfPacket_Create
sfPacket_Copy
sfPacket_Destroy
@ -114,19 +119,17 @@ EXPORTS
sfPacket_WriteDouble
sfPacket_WriteString
sfPacket_WriteWideString
sfSelectorTCP_Create
sfSelectorTCP_Copy
sfSelectorTCP_Destroy
sfSelectorTCP_Add
sfSelectorTCP_Remove
sfSelectorTCP_Clear
sfSelectorTCP_Wait
sfSelectorTCP_GetSocketReady
sfSelectorUDP_Create
sfSelectorUDP_Copy
sfSelectorUDP_Destroy
sfSelectorUDP_Add
sfSelectorUDP_Remove
sfSelectorUDP_Clear
sfSelectorUDP_Wait
sfSelectorUDP_GetSocketReady
sfSocketSelector_Create
sfSocketSelector_Copy
sfSocketSelector_Destroy
sfSocketSelector_AddTcpListener
sfSocketSelector_AddTcpSocket
sfSocketSelector_AddUdpSocket
sfSocketSelector_RemoveTcpListener
sfSocketSelector_RemoveTcpSocket
sfSocketSelector_RemoveUdpSocket
sfSocketSelector_Clear
sfSocketSelector_Wait
sfSocketSelector_IsTcpListenerReady
sfSocketSelector_IsTcpSocketReady
sfSocketSelector_IsUdpSocketReady

View File

@ -116,21 +116,24 @@
<Unit filename="..\..\include\SFML\Network\Http.hpp" />
<Unit filename="..\..\include\SFML\Network\IpAddress.hpp" />
<Unit filename="..\..\include\SFML\Network\Packet.hpp" />
<Unit filename="..\..\include\SFML\Network\Selector.hpp" />
<Unit filename="..\..\include\SFML\Network\Selector.inl" />
<Unit filename="..\..\include\SFML\Network\SelectorBase.hpp" />
<Unit filename="..\..\include\SFML\Network\SocketHelper.hpp" />
<Unit filename="..\..\include\SFML\Network\SocketTCP.hpp" />
<Unit filename="..\..\include\SFML\Network\SocketUDP.hpp" />
<Unit filename="..\..\include\SFML\Network\Win32\SocketHelper.hpp" />
<Unit filename="..\..\include\SFML\Network\Socket.hpp" />
<Unit filename="..\..\include\SFML\Network\SocketHandle.hpp" />
<Unit filename="..\..\include\SFML\Network\SocketSelector.hpp" />
<Unit filename="..\..\include\SFML\Network\TcpListener.hpp" />
<Unit filename="..\..\include\SFML\Network\TcpSocket.hpp" />
<Unit filename="..\..\include\SFML\Network\UdpSocket.hpp" />
<Unit filename="..\..\src\SFML\Network\Ftp.cpp" />
<Unit filename="..\..\src\SFML\Network\Http.cpp" />
<Unit filename="..\..\src\SFML\Network\IpAddress.cpp" />
<Unit filename="..\..\src\SFML\Network\Packet.cpp" />
<Unit filename="..\..\src\SFML\Network\SelectorBase.cpp" />
<Unit filename="..\..\src\SFML\Network\SocketTCP.cpp" />
<Unit filename="..\..\src\SFML\Network\SocketUDP.cpp" />
<Unit filename="..\..\src\SFML\Network\Win32\SocketHelper.cpp" />
<Unit filename="..\..\src\SFML\Network\Socket.cpp" />
<Unit filename="..\..\src\SFML\Network\SocketImpl.hpp" />
<Unit filename="..\..\src\SFML\Network\SocketSelector.cpp" />
<Unit filename="..\..\src\SFML\Network\TcpListener.cpp" />
<Unit filename="..\..\src\SFML\Network\TcpSocket.cpp" />
<Unit filename="..\..\src\SFML\Network\UdpSocket.cpp" />
<Unit filename="..\..\src\SFML\Network\Win32\SocketImpl.cpp" />
<Unit filename="..\..\src\SFML\Network\Win32\SocketImpl.hpp" />
<Extensions>
<code_completion />
<envvars />

View File

@ -344,11 +344,11 @@
Name="Win32"
>
<File
RelativePath="..\..\src\SFML\Network\Win32\SocketHelper.cpp"
RelativePath="..\..\src\SFML\Network\Win32\SocketImpl.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Win32\SocketHelper.hpp"
RelativePath="..\..\src\SFML\Network\Win32\SocketImpl.hpp"
>
</File>
</Filter>
@ -385,39 +385,51 @@
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Selector.hpp"
RelativePath="..\..\src\SFML\Network\Socket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Selector.inl"
RelativePath="..\..\include\SFML\Network\Socket.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SelectorBase.cpp"
RelativePath="..\..\include\SFML\Network\SocketHandle.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SelectorBase.hpp"
RelativePath="..\..\src\SFML\Network\SocketImpl.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketHelper.hpp"
RelativePath="..\..\src\SFML\Network\SocketSelector.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketTCP.cpp"
RelativePath="..\..\include\SFML\Network\SocketSelector.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketTCP.hpp"
RelativePath="..\..\src\SFML\Network\TcpListener.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketUDP.cpp"
RelativePath="..\..\include\SFML\Network\TcpListener.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketUDP.hpp"
RelativePath="..\..\src\SFML\Network\TcpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\TcpSocket.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\UdpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\UdpSocket.hpp"
>
</File>
</Files>

View File

@ -343,11 +343,11 @@
Name="Win32"
>
<File
RelativePath="..\..\src\SFML\Network\Win32\SocketHelper.cpp"
RelativePath="..\..\src\SFML\Network\Win32\SocketImpl.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Win32\SocketHelper.hpp"
RelativePath="..\..\src\SFML\Network\Win32\SocketImpl.hpp"
>
</File>
</Filter>
@ -384,39 +384,51 @@
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Selector.hpp"
RelativePath="..\..\src\SFML\Network\Socket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\Selector.inl"
RelativePath="..\..\include\SFML\Network\Socket.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SelectorBase.cpp"
RelativePath="..\..\include\SFML\Network\SocketHandle.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SelectorBase.hpp"
RelativePath="..\..\src\SFML\Network\SocketImpl.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketHelper.hpp"
RelativePath="..\..\src\SFML\Network\SocketSelector.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketTCP.cpp"
RelativePath="..\..\include\SFML\Network\SocketSelector.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketTCP.hpp"
RelativePath="..\..\src\SFML\Network\TcpListener.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\SocketUDP.cpp"
RelativePath="..\..\include\SFML\Network\TcpListener.hpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\SocketUDP.hpp"
RelativePath="..\..\src\SFML\Network\TcpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\TcpSocket.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Network\UdpSocket.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Network\UdpSocket.hpp"
>
</File>
</Files>

View File

@ -34,9 +34,10 @@
#include <SFML/Network/Http.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/Packet.hpp>
#include <SFML/Network/Selector.hpp>
#include <SFML/Network/SocketTCP.hpp>
#include <SFML/Network/SocketUDP.hpp>
#include <SFML/Network/SocketSelector.hpp>
#include <SFML/Network/TcpListener.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/Network/UdpSocket.hpp>
#endif // SFML_NETWORK_HPP

View File

@ -29,7 +29,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/NonCopyable.hpp>
#include <SFML/Network/SocketTCP.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <string>
#include <vector>
@ -39,17 +39,16 @@ namespace sf
class IpAddress;
////////////////////////////////////////////////////////////
/// This class provides methods for manipulating the FTP
/// protocol (described in RFC 959).
/// It provides easy access and transfers to remote
/// directories and files on a FTP server
/// \li A FTP client
///
////////////////////////////////////////////////////////////
class SFML_API Ftp : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// Enumeration of transfer modes
/// \brief Enumeration of transfer modes
///
////////////////////////////////////////////////////////////
enum TransferMode
{
@ -59,17 +58,16 @@ public :
};
////////////////////////////////////////////////////////////
/// This class wraps a FTP response, which is basically :
/// - a status code
/// - a message
/// \brief Define a FTP response
///
////////////////////////////////////////////////////////////
class SFML_API Response
{
public :
////////////////////////////////////////////////////////////
/// Enumerate all the valid status codes returned in
/// a FTP response
/// \brief Status codes possibly returned by a FTP response
///
////////////////////////////////////////////////////////////
enum Status
{
@ -134,25 +132,30 @@ public :
};
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// \param code : Response status code
/// \param message : Response message
/// This constructor is used by the FTP client to build
/// the response.
///
/// \param code Response status code
/// \param message Response message
///
////////////////////////////////////////////////////////////
Response(Status code = InvalidResponse, const std::string& message = "");
////////////////////////////////////////////////////////////
/// Convenience function to check if the response status code
/// means a success
/// \brief Check if the status code means a success
///
/// \return True if status is success (code < 400)
/// This function is defined for convenience, it is
/// equivalent to testing if the status code is < 400.
///
/// \return True if the status is a success, false if it is a failure
///
////////////////////////////////////////////////////////////
bool IsOk() const;
////////////////////////////////////////////////////////////
/// Get the response status code
/// \brief Get the status code of the response
///
/// \return Status code
///
@ -160,7 +163,7 @@ public :
Status GetStatus() const;
////////////////////////////////////////////////////////////
/// Get the full message contained in the response
/// \brief Get the full message contained in the response
///
/// \return The response message
///
@ -177,22 +180,23 @@ public :
};
////////////////////////////////////////////////////////////
/// Specialization of FTP response returning a directory
/// \brief Specialization of FTP response returning a directory
///
////////////////////////////////////////////////////////////
class SFML_API DirectoryResponse : public Response
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// \param response : Source response
/// \param response Source response
///
////////////////////////////////////////////////////////////
DirectoryResponse(Response response);
DirectoryResponse(const Response& response);
////////////////////////////////////////////////////////////
/// Get the directory returned in the response
/// \brief Get the directory returned in the response
///
/// \return Directory name
///
@ -209,38 +213,29 @@ public :
////////////////////////////////////////////////////////////
/// Specialization of FTP response returning a filename lisiting
/// \brief Specialization of FTP response returning a
/// filename lisiting
////////////////////////////////////////////////////////////
class SFML_API ListingResponse : public Response
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// \param response : Source response
/// \param data : Data containing the raw listing
/// \param response Source response
/// \param data Data containing the raw listing
///
////////////////////////////////////////////////////////////
ListingResponse(Response response, const std::vector<char>& data);
ListingResponse(const Response& response, const std::vector<char>& data);
////////////////////////////////////////////////////////////
/// Get the number of filenames in the listing
/// \brief Return the array of filenames
///
/// \return Total number of filenames
/// \return Array containing the requested filenames
///
////////////////////////////////////////////////////////////
std::size_t GetCount() const;
////////////////////////////////////////////////////////////
/// Get the Index-th filename in the directory
///
/// \param index : Index of the filename to get
///
/// \return Index-th filename
///
////////////////////////////////////////////////////////////
const std::string& GetFilename(std::size_t index) const;
const std::vector<std::string>& GetFilenames() const;
private :
@ -252,25 +247,52 @@ public :
////////////////////////////////////////////////////////////
/// Destructor -- close the connection with the server
/// \brief Destructor
///
/// Automatically closes the connection with the server if
/// it is still opened.
///
////////////////////////////////////////////////////////////
~Ftp();
////////////////////////////////////////////////////////////
/// Connect to the specified FTP server
/// \brief Connect to the specified FTP server
///
/// \param server : FTP server to connect to
/// \param port : Port used for connection (21 by default, standard FTP port)
/// \param timeout : Maximum time to wait, in seconds (0 by default, means no timeout)
/// The port has a default value of 21, which is the standard
/// port used by the FTP protocol. You shouldn't use a different
/// value, unless you really know what you do.
/// This function tries to connect to the server so it may take
/// a while to complete, especially if the server is not
/// reachable. To avoid blocking your application for too long,
/// you can use a timeout. The default value, 0, means that the
/// system timeout will be used (which is usually pretty long).
///
/// \param server Name or address of the FTP server to connect to
/// \param port Port used for the connection
/// \param timeout Maximum time to wait, in seconds
///
/// \return Server response to the request
///
/// \see Disconnect
///
////////////////////////////////////////////////////////////
Response Connect(const IpAddress& server, unsigned short port = 21, float timeout = 0.f);
////////////////////////////////////////////////////////////
/// Log in using anonymous account
/// \brief Close the connection with the server
///
/// \return Server response to the request
///
/// \see Connect
///
////////////////////////////////////////////////////////////
Response Disconnect();
////////////////////////////////////////////////////////////
/// \brief Log in using an anonymous account
///
/// Logging in is mandatory after connecting to the server.
/// Users that are not logged in cannot perform any operation.
///
/// \return Server response to the request
///
@ -278,10 +300,13 @@ public :
Response Login();
////////////////////////////////////////////////////////////
/// Log in using a username and a password
/// \brief Log in using a username and a password
///
/// \param name : User name
/// \param password : Password
/// Logging in is mandatory after connecting to the server.
/// Users that are not logged in cannot perform any operation.
///
/// \param name User name
/// \param password Password
///
/// \return Server response to the request
///
@ -289,15 +314,10 @@ public :
Response Login(const std::string& name, const std::string& password);
////////////////////////////////////////////////////////////
/// Close the connection with FTP server
/// \brief Send a null command to keep the connection alive
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response Disconnect();
////////////////////////////////////////////////////////////
/// Send a null command just to prevent from being disconnected
/// This command is useful because the server may close the
/// connection automatically if no command is sent.
///
/// \return Server response to the request
///
@ -305,31 +325,46 @@ public :
Response KeepAlive();
////////////////////////////////////////////////////////////
/// Get the current working directory
/// \brief Get the current working directory
///
/// The working directory is the root path for subsequent
/// operations involving directories and/or filenames.
///
/// \return Server response to the request
///
/// \see GetDirectoryListing, ChangeDirectory, ParentDirectory
///
////////////////////////////////////////////////////////////
DirectoryResponse GetWorkingDirectory();
////////////////////////////////////////////////////////////
/// Get the contents of the given directory
/// (subdirectories and files)
/// \brief Get the contents of the given directory
///
/// \param directory : Directory to list ("" by default, the current one)
/// This function retrieves the sub-directories and files
/// contained in the given directory. It is not recursive.
/// The \a directory parameter is relative to the current
/// working directory.
///
/// \param directory Directory to list
///
/// \return Server response to the request
///
/// \see GetWorkingDirectory, ChangeDirectory, ParentDirectory
///
////////////////////////////////////////////////////////////
ListingResponse GetDirectoryListing(const std::string& directory = "");
////////////////////////////////////////////////////////////
/// Change the current working directory
/// \brief Change the current working directory
///
/// \param directory : New directory, relative to the current one
/// The new directory must be relative to the current one.
///
/// \param directory New working directory
///
/// \return Server response to the request
///
/// \see GetWorkingDirectory, GetDirectoryListing, ParentDirectory
///
////////////////////////////////////////////////////////////
Response ChangeDirectory(const std::string& directory);
@ -338,81 +373,127 @@ public :
///
/// \return Server response to the request
///
/// \see GetWorkingDirectory, GetDirectoryListing, ChangeDirectory
///
////////////////////////////////////////////////////////////
Response ParentDirectory();
////////////////////////////////////////////////////////////
/// Create a new directory
/// \brief Create a new directory
///
/// \param name : Name of the directory to create
/// The new directory is created as a child of the current
/// working directory.
///
/// \param name Name of the directory to create
///
/// \return Server response to the request
///
/// \see DeleteDirectory
///
////////////////////////////////////////////////////////////
Response MakeDirectory(const std::string& name);
Response CreateDirectory(const std::string& name);
////////////////////////////////////////////////////////////
/// Remove an existing directory
/// \brief Remove an existing directory
///
/// \param Name : Name of the directory to remove
/// The directory to remove must be relative to the
/// current working directory.
/// Use this function with caution, the directory will
/// be removed permanently!
///
/// \param Name Name of the directory to remove
///
/// \return Server response to the request
///
/// \see CreateDirectory
///
////////////////////////////////////////////////////////////
Response DeleteDirectory(const std::string& name);
////////////////////////////////////////////////////////////
/// Rename a file
/// \brief Rename an existing file
///
/// \param file : File to rename
/// \param newName : New name
/// The filenames must be relative to the current working
/// directory.
///
/// \param file File to rename
/// \param newName New name of the file
///
/// \return Server response to the request
///
/// \see DeleteFile
///
////////////////////////////////////////////////////////////
Response RenameFile(const std::string& file, const std::string& newName);
////////////////////////////////////////////////////////////
/// Remove an existing file
/// \brief Remove an existing file
///
/// \param name : File to remove
/// The file name must be relative to the current working
/// directory.
/// Use this function with caution, the file will be
/// removed permanently!
///
/// \param name File to remove
///
/// \return Server response to the request
///
/// \see RenameFile
///
////////////////////////////////////////////////////////////
Response DeleteFile(const std::string& name);
////////////////////////////////////////////////////////////
/// Download a file from the server
/// \brief Download a file from the server
///
/// \param distantFile : Path of the distant file to download
/// \param destPath : Where to put to file on the local computer
/// \param mode : Transfer mode
/// The filename of the distant file is relative to the
/// current working directory of the server, and the local
/// destination path is relative to the current directory
/// of your application.
/// If you want to watch the progress (to update a progress bar
/// for example) or have the ability to stop or pause the download,
/// you can use the fourth parameter to pass your progress handler.
///
/// \param remoteFile Filename of the distant file to download
/// \param localPath Where to put to file on the local computer
/// \param mode Transfer mode
/// \param handler Object that will be notified of the download progress
///
/// \return Server response to the request
///
/// \see Upload
///
////////////////////////////////////////////////////////////
Response Download(const std::string& distantFile, const std::string& destPath, TransferMode mode = Binary);
Response Download(const std::string& remoteFile, const std::string& localPath, TransferMode mode = Binary);
////////////////////////////////////////////////////////////
/// Upload a file to the server
/// \brief Upload a file to the server
///
/// \param localFile : Path of the local file to upload
/// \param destPath : Where to put to file on the server
/// \param mode : Transfer mode
/// The name of the local file is relative to the current
/// working directory of your application, and the
/// remote path is relative to the current directory of the
/// FTP server.
/// If you want to watch the progress (to update a progress bar
/// for example) or have the ability to stop or pause the upload,
/// you can use the fourth parameter to pass your progress handler.
///
/// \param localFile Path of the local file to upload
/// \param remotePath Where to put to file on the server
/// \param mode Transfer mode
/// \param handler Object that will be notified of the upload progress
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response Upload(const std::string& localFile, const std::string& destPath, TransferMode mode = Binary);
Response Upload(const std::string& localFile, const std::string& remotePath, TransferMode mode = Binary);
private :
////////////////////////////////////////////////////////////
/// Send a command to the FTP server
/// \brief Send a command to the FTP server
///
/// \param command : Command to send
/// \param parameter : Command parameter
/// \param command Command to send
/// \param parameter Command parameter
///
/// \return Server response to the request
///
@ -420,8 +501,10 @@ private :
Response SendCommand(const std::string& command, const std::string& parameter = "");
////////////////////////////////////////////////////////////
/// Receive a response from the server
/// (usually after a command has been sent)
/// \brief Receive a response from the server
///
/// This function must be called after each call to
/// SendCommand that expects a response.
///
/// \return Server response to the request
///
@ -429,8 +512,9 @@ private :
Response GetResponse();
////////////////////////////////////////////////////////////
/// Utility class for exchanging datas with the server
/// on the data channel
/// \brief Utility class for exchanging datas with the server
/// on the data channel
///
////////////////////////////////////////////////////////////
class DataChannel;
@ -439,10 +523,72 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketTCP myCommandSocket; ///< Socket holding the control connection with the server
TcpSocket myCommandSocket; ///< Socket holding the control connection with the server
};
} // namespace sf
#endif // SFML_FTP_HPP
////////////////////////////////////////////////////////////
/// \class sf::Ftp
///
/// sf::Ftp is a very simple FTP client that allows you
/// to communicate with a FTP server. The FTP protocol allows
/// you to manipulate a remote file system (list files,
/// upload, download, create, remove, ...).
///
/// Using the FTP client consists of 4 parts:
/// \li Connecting to the FTP server
/// \li Logging in (either as a registered user or anonymously)
/// \li Sending commands to the server
/// \li Disconnecting (this part can be done implicitely by the destructor)
///
/// Every command returns a FTP response, which contains the
/// status code as well as a message from the server. Some
/// commands such as GetWorkingDirectory and GetDirectoryListing
/// return additional data, and use a class derived from
/// sf::Ftp::Response to provide this data.
///
/// All commands, especially Upload and Download, may take some
/// time to complete. This is important to know if you don't want
/// to block your application while the server is completing
/// the task.
///
/// Usage example:
/// \code
/// // Create a new FTP client
/// sf::Ftp ftp;
///
/// // Connect to the server
/// sf::Ftp::Response response = ftp.Connect("ftp://ftp.myserver.com");
/// if (response.IsOk())
/// std::cout << "Connected" << std::endl;
///
/// // Log in
/// response = ftp.Login("laurent", "dF6Zm89D");
/// if (response.IsOk())
/// std::cout << "Logged in" << std::endl;
///
/// // Print the working directory
/// sf::Ftp::DirectoryResponse directory = ftp.GetWorkingDirectory();
/// if (directory.IsOk())
/// std::cout << "Working directory: " << directory.GetDirectory() << std::endl;
///
/// // Create a new directory
/// response = ftp.CreateDirectory("files");
/// if (response.IsOk())
/// std::cout << "Created new directory" << std::endl;
///
/// // Upload a file to this new directory
/// response = ftp.Upload("local-path/file.txt", "files", sf::Ftp::Ascii);
/// if (response.IsOk())
/// std::cout << "File uploaded" << std::endl;
///
/// // Disconnect from the server (optional)
/// ftp.Disconnect();
/// \endcode
///
////////////////////////////////////////////////////////////

View File

@ -30,7 +30,7 @@
////////////////////////////////////////////////////////////
#include <SFML/System/NonCopyable.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/SocketTCP.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <map>
#include <string>
@ -38,25 +38,24 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// This class provides methods for manipulating the HTTP
/// protocol (described in RFC 1945).
/// It can connect to a website, get its files, send requests, etc.
/// \brief A HTTP client
///
////////////////////////////////////////////////////////////
class SFML_API Http : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// This class wraps an HTTP request, which is basically :
/// - a header with a method, a target URI, and a set of field/value pairs
/// - an optional body (for POST requests)
/// \brief Define a HTTP request
///
////////////////////////////////////////////////////////////
class SFML_API Request
{
public :
////////////////////////////////////////////////////////////
/// Enumerate the available HTTP methods for a request
/// \brief Enumerate the available HTTP methods for a request
///
////////////////////////////////////////////////////////////
enum Method
{
@ -66,58 +65,76 @@ public :
};
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// \param method : Method to use for the request
/// \param URI : Target URI
/// \param body : Content of the request's body
/// This constructor creates a GET request, with the root
/// URI ("/") and an empty body.
///
/// \param uri Target URI
/// \param method Method to use for the request
/// \param body Content of the request's body
///
////////////////////////////////////////////////////////////
Request(Method method = Get, const std::string& URI = "/", const std::string& body = "");
Request(const std::string& uri = "/", Method method = Get, const std::string& body = "");
////////////////////////////////////////////////////////////
/// Set the value of a field; the field is added if it doesn't exist
/// \brief Set the value of a field
///
/// \param field : Name of the field to set (case-insensitive)
/// \param value : Value of the field
/// The field is created if it doesn't exist. The name of
/// the field is case insensitive.
/// By default, a request doesn't contain any field (but the
/// mandatory fields are added later by the HTTP client when
/// sending the request).
///
/// \param field Name of the field to set
/// \param value Value of the field
///
////////////////////////////////////////////////////////////
void SetField(const std::string& field, const std::string& value);
////////////////////////////////////////////////////////////
/// Set the request method.
/// This parameter is Http::Request::Get by default
/// \brief Set the request method
///
/// \param method : Method to use for the request
/// See the Method enumeration for a complete list of all
/// the availale methods.
/// The method is Http::Request::Get by default.
///
/// \param method Method to use for the request
///
////////////////////////////////////////////////////////////
void SetMethod(Method method);
////////////////////////////////////////////////////////////
/// Set the target URI of the request.
/// This parameter is "/" by default
/// \brief Set the requested URI
///
/// \param URI : URI to request, local to the host
/// The URI is the resource (usually a web page or a file)
/// that you want to get or post.
/// The URI is "/" (the root page) by default.
///
/// \param uri URI to request, relative to the host
///
////////////////////////////////////////////////////////////
void SetURI(const std::string& URI);
void SetUri(const std::string& uri);
////////////////////////////////////////////////////////////
/// Set the HTTP version of the request.
/// This parameter is 1.0 by default
/// \brief Set the HTTP version fo the request
///
/// \param major : Major version number
/// \param minor : Minor version number
/// The HTTP version is 1.0 by default.
///
/// \param major Major HTTP version number
/// \param minor Minor HTTP version number
///
////////////////////////////////////////////////////////////
void SetHttpVersion(unsigned int major, unsigned int minor);
////////////////////////////////////////////////////////////
/// Set the body of the request. This parameter is optional and
/// makes sense only for POST requests.
/// This parameter is empty by default
/// \brief Set the body of the request
///
/// \param body : Content of the request body
/// The body of a request is optional and only makes sense
/// for POST requests. It is ignored for all other methods.
/// The body is empty by default.
///
/// \param body Content of the body
///
////////////////////////////////////////////////////////////
void SetBody(const std::string& body);
@ -127,19 +144,24 @@ public :
friend class Http;
////////////////////////////////////////////////////////////
/// Get the string representation of the request header
/// \brief Prepare the final request to send to the server
///
/// \return String containing the request
/// This is used internally by Http before sending the
/// request to the web server.
///
/// \return String containing the request, ready to be sent
///
////////////////////////////////////////////////////////////
std::string ToString() const;
std::string Prepare() const;
////////////////////////////////////////////////////////////
/// Check if the given field has been defined
/// \brief Check if the request defines a field
///
/// \param field : Name of the field to check (case-insensitive)
/// This function uses case-insensitive comparisons.
///
/// \return True if the field exists
/// \param field Name of the field to test
///
/// \return True if the field exists, false otherwise
///
////////////////////////////////////////////////////////////
bool HasField(const std::string& field) const;
@ -152,7 +174,7 @@ public :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
FieldTable myFields; ///< Fields of the header
FieldTable myFields; ///< Fields of the header associated to their value
Method myMethod; ///< Method to use for the request
std::string myURI; ///< Target URI of the request
unsigned int myMajorVersion; ///< Major HTTP version
@ -161,17 +183,16 @@ public :
};
////////////////////////////////////////////////////////////
/// This class wraps an HTTP response, which is basically :
/// - a header with a status code and a set of field/value pairs
/// - a body (the content of the requested resource)
/// \brief Define a HTTP response
///
////////////////////////////////////////////////////////////
class SFML_API Response
{
public :
////////////////////////////////////////////////////////////
/// Enumerate all the valid status codes returned in
/// a HTTP response
/// \brief Enumerate all the valid status codes for a response
///
////////////////////////////////////////////////////////////
enum Status
{
@ -210,15 +231,21 @@ public :
};
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// Constructs an empty response.
///
////////////////////////////////////////////////////////////
Response();
////////////////////////////////////////////////////////////
/// Get the value of a field
/// \brief Get the value of a field
///
/// \param field : Name of the field to get (case-insensitive)
/// If the field \a field is not found in the response header,
/// the empty string is returned. This function uses
/// case-insensitive comparisons.
///
/// \param field Name of the field to get
///
/// \return Value of the field, or empty string if not found
///
@ -226,35 +253,46 @@ public :
const std::string& GetField(const std::string& field) const;
////////////////////////////////////////////////////////////
/// Get the header's status code
/// \brief Get the response status code
///
/// \return Header's status code
/// The status code should be the first thing to be checked
/// after receiving a response, it defines whether it is a
/// success, a failure or anything else (see the Status
/// enumeration).
///
/// \return Status code of the response
///
////////////////////////////////////////////////////////////
Status GetStatus() const;
////////////////////////////////////////////////////////////
/// Get the major HTTP version number of the response
/// \brief Get the major HTTP version number of the response
///
/// \return Major version number
/// \return Major HTTP version number
///
/// \see GetMinorHttpVersion
///
////////////////////////////////////////////////////////////
unsigned int GetMajorHttpVersion() const;
////////////////////////////////////////////////////////////
/// Get the major HTTP version number of the response
/// \brief Get the minor HTTP version number of the response
///
/// \return Major version number
/// \return Minor HTTP version number
///
/// \see GetMajorHttpVersion
///
////////////////////////////////////////////////////////////
unsigned int GetMinorHttpVersion() const;
////////////////////////////////////////////////////////////
/// Get the body of the response. The body can contain :
/// - the requested page (for GET requests)
/// - a response from the server (for POST requests)
/// - nothing (for HEAD requests)
/// - an error message (in case of an error)
/// \brief Get the body of the response
///
/// The body of a response may contain:
/// \li the requested page (for GET requests)
/// \li a response from the server (for POST requests)
/// \li nothing (for HEAD requests)
/// \li an error message (in case of an error)
///
/// \return The response body
///
@ -266,12 +304,15 @@ public :
friend class Http;
////////////////////////////////////////////////////////////
/// Construct the header from a response string
/// \brief Construct the header from a response string
///
/// \param data : Content of the response's header to parse
/// This function is used by Http to build the response
/// of a request.
///
/// \param data Content of the response to parse
///
////////////////////////////////////////////////////////////
void FromString(const std::string& data);
void Parse(const std::string& data);
////////////////////////////////////////////////////////////
// Types
@ -289,39 +330,58 @@ public :
};
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Http();
////////////////////////////////////////////////////////////
/// Construct the Http instance with the target host
/// \brief Construct the HTTP client with the target host
///
/// \param host : Web server to connect to
/// \param port : Port to use for connection (0 by default -- use the standard port of the protocol used)
/// This is equivalent to calling SetHost(host, port).
/// The port has a default value of 0, which means that the
/// HTTP client will use the right port according to the
/// protocol used (80 for HTTP, 443 for HTTPS). You should
/// leave it like this unless you really need a port other
/// than the standard one, or use an unknown protocol.
///
/// \param host Web server to connect to
/// \param port Port to use for connection
///
////////////////////////////////////////////////////////////
Http(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// Set the target host
/// \brief Set the target host
///
/// \param host : Web server to connect to
/// \param port : Port to use for connection (0 by default -- use the standard port of the protocol used)
/// This function just stores the host address and port, it
/// doesn't actually connect to it until you send a request.
/// The port has a default value of 0, which means that the
/// HTTP client will use the right port according to the
/// protocol used (80 for HTTP, 443 for HTTPS). You should
/// leave it like this unless you really need a port other
/// than the standard one, or use an unknown protocol.
///
/// \param host Web server to connect to
/// \param port Port to use for connection
///
////////////////////////////////////////////////////////////
void SetHost(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// Send a HTTP request and return the server's response.
/// You must be connected to a host before sending requests.
/// Any missing mandatory header field will be added with an appropriate value.
/// Warning : this function waits for the server's response and may
/// not return instantly; use a thread if you don't want to block your
/// application.
/// \brief Send a HTTP request and return the server's response.
///
/// \param request : Request to send
/// \param timeout : Maximum time to wait, in seconds (0 by default, means no timeout)
/// You must have a valid host before sending a request (see SetHost).
/// Any missing mandatory header field in the request will be added
/// with an appropriate value.
/// Warning: this function waits for the server's response and may
/// not return instantly; use a thread if you don't want to block your
/// application, or use a timeout to limit the time to wait. A value
/// of 0 means that the client will use the system defaut timeout
/// (which is usually pretty long).
///
/// \param request Request to send
/// \param timeout Maximum time to wait, in seconds
///
/// \return Server's response
///
@ -333,7 +393,7 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketTCP myConnection; ///< Connection to the host
TcpSocket myConnection; ///< Connection to the host
IpAddress myHost; ///< Web host address
std::string myHostName; ///< Web host name
unsigned short myPort; ///< Port used for connection with host
@ -343,3 +403,62 @@ private :
#endif // SFML_HTTP_HPP
////////////////////////////////////////////////////////////
/// \class sf::Http
///
/// sf::Http is a very simple HTTP client that allows you
/// to communicate with a web server. You can retrieve
/// web pages, send data to an interactive resource,
/// download a remote file, etc.
///
/// The HTTP client is split into 3 classes:
/// \li sf::Http::Request
/// \li sf::Http::Response
/// \li sf::Http
///
/// sf::Http::Request builds the request that will be
/// sent to the server. A request is made of:
/// \li a method (what you want to do)
/// \li a target URI (usually the name of the web page or file)
/// \li one or more header fields (options that you can pass to the server)
/// \li an optional body (for POST requests)
///
/// sf::Http::Response parse the response from the web server
/// and provides getters to read them. The response contains:
/// \li a status code
/// \li header fields (that may be answers to the ones that you requested)
/// \li a body, which contains the contents of the requested resource
///
/// sf::Http provides a simple function, SendRequest, to send a
/// sf::Http::Request and return the corresponding sf::Http::Response
/// from the server.
///
/// Usage example:
/// \code
/// // Create a new HTTP client
/// sf::Http http;
///
/// // We'll work on http://www.sfml-dev.org
/// http.SetHost("http://www.sfml-dev.org");
///
/// // Prepare a request to get the 'features.php' page
/// sf::Http::Request request("features.php");
///
/// // Send the request
/// sf::Http::Response response = http.SendRequest(request);
///
/// // Check the status code and display the result
/// sf::Http::Response::Status status = response.GetStatus();
/// if (status == sf::Http::Response::Ok)
/// {
/// std::cout << response.GetBody() << std::endl;
/// }
/// else
/// {
/// std::cout << "Error " << status << std::endl;
/// }
/// \endcode
///
////////////////////////////////////////////////////////////

View File

@ -105,7 +105,7 @@ public :
/// \see ToInteger
///
////////////////////////////////////////////////////////////
IpAddress(Uint32 address);
explicit IpAddress(Uint32 address);
////////////////////////////////////////////////////////////
/// \brief Get a string representation of the address

View File

@ -36,77 +36,133 @@
namespace sf
{
class String;
class TcpSocket;
class UdpSocket;
////////////////////////////////////////////////////////////
/// Packet wraps data to send / to receive through the network
/// \brief Utility class to build blocks of data to transfer
/// over the network
///
////////////////////////////////////////////////////////////
class SFML_API Packet
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// Creates an empty packet.
///
////////////////////////////////////////////////////////////
Packet();
////////////////////////////////////////////////////////////
/// Virtual destructor
/// \brief Virtual destructor
///
////////////////////////////////////////////////////////////
virtual ~Packet();
////////////////////////////////////////////////////////////
/// Append data to the end of the packet
/// \brief Append data to the end of the packet
///
/// \param data : Pointer to the bytes to append
/// \param sizeInBytes : Number of bytes to append
/// \param data Pointer to the sequence of bytes to append
/// \param sizeInBytes Number of bytes to append
///
/// \see Clear
///
////////////////////////////////////////////////////////////
void Append(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// Clear the packet data
/// \brief Clear the packet
///
/// After calling Clear, the packet is empty.
///
/// \see Append
///
////////////////////////////////////////////////////////////
void Clear();
////////////////////////////////////////////////////////////
/// Get a pointer to the data contained in the packet
/// Warning : the returned pointer may be invalid after you
/// append data to the packet
/// \brief Get a pointer to the data contained in the packet
///
/// Warning: the returned pointer may become invalid after
/// you append data to the packet, therefore it should never
/// be stored.
/// The return pointer is NULL if the packet is empty.
///
/// \return Pointer to the data
///
/// \see GetDataSize
///
////////////////////////////////////////////////////////////
const char* GetData() const;
////////////////////////////////////////////////////////////
/// Get the size of the data contained in the packet
/// \brief Get the size of the data contained in the packet
///
/// This function returns the number of bytes pointed to by
/// what GetData returns.
///
/// \return Data size, in bytes
///
/// \see GetData
///
////////////////////////////////////////////////////////////
std::size_t GetDataSize() const;
////////////////////////////////////////////////////////////
/// Tell if the reading position has reached the end of the packet
/// \brief Tell if the reading position has reached the
/// end of the packet
///
/// \return True if all data have been read into the packet
/// This function is useful to know if there is some data
/// left to be read, without actually reading it.
///
/// \return True if all data was read, false otherwise
///
/// \see operator bool
///
////////////////////////////////////////////////////////////
bool EndOfPacket() const;
////////////////////////////////////////////////////////////
/// Return the validity of packet
/// \brief Test the validity of the packet, for reading
///
/// This operator allows to test the packet as a boolean
/// variable, to check if a reading operation was successful.
///
/// A packet will be in an invalid state if it has no more
/// data to read.
///
/// This behaviour is the same as standard C++ streams.
///
/// Usage example:
/// \begincode
/// float x;
/// packet >> x;
/// if (packet)
/// {
/// // ok, x was extracted successfully
/// }
///
/// // -- or --
///
/// float x;
/// if (packet >> x)
/// {
/// // ok, x was extracted successfully
/// }
/// \endcode
///
/// \return True if last data extraction from packet was successful
///
/// \see EndOfPacket
///
////////////////////////////////////////////////////////////
operator bool() const;
////////////////////////////////////////////////////////////
/// Operator >> overloads to extract data from the packet
/// Overloads of operator >> to read data from the packet
///
////////////////////////////////////////////////////////////
Packet& operator >>(bool& data);
@ -125,7 +181,7 @@ public :
Packet& operator >>(String& data);
////////////////////////////////////////////////////////////
/// Operator << overloads to put data into the packet
/// Overloads of operator << to write data into the packet
///
////////////////////////////////////////////////////////////
Packet& operator <<(bool data);
@ -145,37 +201,57 @@ public :
private :
friend class SocketTCP;
friend class SocketUDP;
friend class TcpSocket;
friend class UdpSocket;
////////////////////////////////////////////////////////////
/// Check if the packet can extract a given size of bytes
/// \brief Check if the packet can extract a given number of bytes
///
/// \param size : Size to check
/// This function updates accordingly the state of the packet.
///
/// \return True if Size bytes can be read from the packet's data
/// \param size Size to check
///
/// \return True if \a size bytes can be read from the packet
///
////////////////////////////////////////////////////////////
bool CheckSize(std::size_t size);
////////////////////////////////////////////////////////////
/// Called before the packet is sent to the network
/// \brief Called before the packet is sent over the network
///
/// \param dataSize : Variable to fill with the size of data to send
/// This function can be defined by derived classes to
/// transform the data before it is sent; this can be
/// used for compression, encryption, etc.
/// The function must return a pointer to the modified data,
/// as well as the number of bytes pointed.
/// The default implementation provides the packet's data
/// without transforming it.
///
/// \param size Variable to fill with the size of data to send
///
/// \return Pointer to the array of bytes to send
///
/// \see OnReceive
///
////////////////////////////////////////////////////////////
virtual const char* OnSend(std::size_t& dataSize);
virtual const char* OnSend(std::size_t& size);
////////////////////////////////////////////////////////////
/// Called after the packet has been received from the network
/// \brief Called after the packet is received over the network
///
/// \param data : Pointer to the array of received bytes
/// \param dataSize : Size of the array of bytes
/// This function can be defined by derived classes to
/// transform the data after it is received; this can be
/// used for uncompression, decryption, etc.
/// The function receives a pointer to the received data,
/// and must fill the packet with the transformed bytes.
/// The default implementation fills the packet directly
/// without transforming the data.
///
/// \param data Pointer to the received bytes
/// \param size Number of bytes
///
////////////////////////////////////////////////////////////
virtual void OnReceive(const char* data, std::size_t dataSize);
virtual void OnReceive(const char* data, std::size_t size);
////////////////////////////////////////////////////////////
// Member data
@ -189,3 +265,122 @@ private :
#endif // SFML_PACKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::Packet
///
/// Packets provide a safe and easy way to serialize data,
/// in order to send it over the network using sockets
/// (sf::TcpSocket, sf::UdpSocket).
///
/// Packets solve 2 fundamental problems that arise when
/// transfering data over the network:
/// \li data is interpreted correctly according to the endianness
/// \li the bounds of the packet are preserved (one send == one receive)
///
/// The sf::Packet class provides both input and output modes.
/// It is designed to follow the behaviour of standard C++ streams,
/// using operators >> and << to extract and insert data.
///
/// It is recommended to use only fixed-size types (like sf::Int32, etc.),
/// to avoid possible differences between the sender and the receiver.
/// Indeed, the native C++ types may have different sizes on two platforms
/// and your data may be corrupted if that happens.
///
/// Usage example:
/// \begincode
/// sf::Uint32 x = 24;
/// std::string s = "hello";
/// double d = 5.89;
///
/// // Group the variables to send into a packet
/// sf::Packet packet;
/// packet << x << s << d;
///
/// // Send it over the network (socket is a valid sf::TcpSocket)
/// socket.Send(packet);
///
/// -----------------------------------------------------------------
///
/// // Receive the packet at the other end
/// sf::Packet packet;
/// socket.Receive(packet);
///
/// // Extract the variables contained in the packet
/// sf::Uint32 x;
/// std::string s;
/// double d;
/// if (packet >> x >> s >> d)
/// {
/// // Data extracted successfully...
/// }
/// \endcode
///
/// Packets have built-in operator >> and << overloads for
/// standard types:
/// \li bool
/// \li fixed-size integer types (sf::Int8/16/32, sf::Uint8/16/32)
/// \li floating point numbers (float, double)
/// \li string types (char*, wchar_t*, std::string, std::wstring, sf::String)
///
/// Like standard streams, it is also possible to define your own
/// overloads of operators >> and << in order to handle your
/// custom types.
///
/// \begincode
/// struct MyStruct
/// {
/// float number;
/// sf::Int8 integer;
/// std::string str;
/// };
///
/// sf::Packet& operator <<(sf::Packet& packet, const MyStruct& m)
/// {
/// return packet << m.number << m.integer << m.str;
/// }
///
/// sf::Packet& operator >>(sf::Packet& packet, MyStruct& m)
/// {
/// return packet >> m.number >> m.integer >> m.str;
/// }
/// \endcode
///
/// Packets also provide an extra feature that allows to apply
/// custom transformations to the data before it is sent,
/// and after it is received. This is typically used to
/// handle automatic compression or encryption of the data.
/// This is achieved by inheriting from sf::Packet, and overriding
/// the OnSend and OnReceive functions.
///
/// Here is an example:
/// \begincode
/// class ZipPacket : public sf::Packet
/// {
/// virtual const char* OnSend(std::size_t& size)
/// {
/// const char* srcData = GetData();
/// std::size_t srcSize = GetDataSize();
///
/// return MySuperZipFunction(srcData, srcSize, &size);
/// }
///
/// virtual void OnReceive(const char* data, std::size_t size)
/// {
/// std::size_t dstSize;
/// const char* dstData = MySuperUnzipFunction(data, size, &dstSize);
///
/// Append(dstData, dstSize);
/// }
/// };
///
/// // Use like regular packets:
/// ZipPacket packet;
/// packet << x << s << d;
/// ...
/// \endcode
///
/// \see sf::TcpSocket, sf::UdpSocket
///
////////////////////////////////////////////////////////////

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@ -1,116 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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_SELECTOR_HPP
#define SFML_SELECTOR_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketUDP.hpp>
#include <SFML/Network/SocketTCP.hpp>
#include <SFML/Network/SelectorBase.hpp>
#include <map>
namespace sf
{
////////////////////////////////////////////////////////////
/// Selector allow reading from multiple sockets
/// without blocking. It's a kind of multiplexer
////////////////////////////////////////////////////////////
template <typename Type>
class Selector : private SelectorBase
{
public :
////////////////////////////////////////////////////////////
/// Add a socket to watch
///
/// \param socket : Socket to add
///
////////////////////////////////////////////////////////////
void Add(Type socket);
////////////////////////////////////////////////////////////
/// Remove a socket
///
/// \param socket : Socket to remove
///
////////////////////////////////////////////////////////////
void Remove(Type socket);
////////////////////////////////////////////////////////////
/// Remove all sockets
///
////////////////////////////////////////////////////////////
void Clear();
////////////////////////////////////////////////////////////
/// Wait and collect sockets which are ready for reading.
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
///
/// \param timeout : Timeout, in seconds (0 by default : no timeout)
///
/// \return Number of sockets ready to be read
///
////////////////////////////////////////////////////////////
unsigned int Wait(float timeout = 0.f);
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
///
/// \param index : Index of the socket to get
///
/// \return The index-th socket
///
////////////////////////////////////////////////////////////
Type GetSocketReady(unsigned int index) const;
private :
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<SocketHelper::SocketType, Type> SocketTable;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketTable mySockets; ///< Table matching the SFML socket instances with their low-level handles
};
#include <SFML/Network/Selector.inl>
// Let's define the two only valid types of Selector
typedef Selector<SocketUDP> SelectorUDP;
typedef Selector<SocketTCP> SelectorTCP;
} // namespace sf
#endif // SFML_SELECTOR_HPP

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@ -1,97 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
/// Add a socket to watch
////////////////////////////////////////////////////////////
template <typename Type>
void Selector<Type>::Add(Type socket)
{
if (socket.IsValid())
{
SelectorBase::Add(socket.mySocket);
mySockets[socket.mySocket] = socket;
}
}
////////////////////////////////////////////////////////////
/// Remove a socket
////////////////////////////////////////////////////////////
template <typename Type>
void Selector<Type>::Remove(Type socket)
{
typename SocketTable::iterator it = mySockets.find(socket.mySocket);
if (it != mySockets.end())
{
SelectorBase::Remove(socket.mySocket);
mySockets.erase(it);
}
}
////////////////////////////////////////////////////////////
/// Remove all sockets
////////////////////////////////////////////////////////////
template <typename Type>
void Selector<Type>::Clear()
{
SelectorBase::Clear();
mySockets.clear();
}
////////////////////////////////////////////////////////////
/// Wait and collect sockets which are ready for reading.
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
////////////////////////////////////////////////////////////
template <typename Type>
unsigned int Selector<Type>::Wait(float timeout)
{
// No socket in the selector : return 0
if (mySockets.empty())
return 0;
return SelectorBase::Wait(timeout);
}
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
////////////////////////////////////////////////////////////
template <typename Type>
Type Selector<Type>::GetSocketReady(unsigned int index) const
{
SocketHelper::SocketType socket = SelectorBase::GetSocketReady(index);
typename SocketTable::const_iterator it = mySockets.find(socket);
if (it != mySockets.end())
return it->second;
else
return Type(socket);
}

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@ -1,112 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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_SELECTORBASE_HPP
#define SFML_SELECTORBASE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Network/SocketHelper.hpp>
#include <map>
namespace sf
{
////////////////////////////////////////////////////////////
/// Private base class for selectors.
/// As Selector is a template class, this base is needed so that
/// every system call get compiled in SFML (not inlined)
////////////////////////////////////////////////////////////
class SFML_API SelectorBase
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
SelectorBase();
////////////////////////////////////////////////////////////
/// Add a socket to watch
///
/// \param socket : Socket to add
///
////////////////////////////////////////////////////////////
void Add(SocketHelper::SocketType socket);
////////////////////////////////////////////////////////////
/// Remove a socket
///
/// \param socket : Socket to remove
///
////////////////////////////////////////////////////////////
void Remove(SocketHelper::SocketType socket);
////////////////////////////////////////////////////////////
/// Remove all sockets
///
////////////////////////////////////////////////////////////
void Clear();
////////////////////////////////////////////////////////////
/// Wait and collect sockets which are ready for reading.
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
///
/// \param timeout : Timeout, in seconds (0 by default : no timeout)
///
/// \return Number of sockets ready to be read
///
////////////////////////////////////////////////////////////
unsigned int Wait(float timeout = 0.f);
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
///
/// \param index : Index of the socket to get
///
/// \return The index-th socket
///
////////////////////////////////////////////////////////////
SocketHelper::SocketType GetSocketReady(unsigned int index) const;
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
fd_set mySet; ///< Set of socket to watch
fd_set mySetReady; ///< Set of socket which are ready for reading
int myMaxSocket; ///< Maximum socket index
};
} // namespace sf
#endif // SFML_SELECTORBASE_HPP

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@ -0,0 +1,234 @@
////////////////////////////////////////////////////////////
//
// 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_SOCKET_HPP
#define SFML_SOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketHandle.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <vector>
namespace sf
{
class SocketSelector;
////////////////////////////////////////////////////////////
/// \brief Base class for all the socket types
///
////////////////////////////////////////////////////////////
class SFML_API Socket : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// \brief Status codes that may be returned by socket functions
///
////////////////////////////////////////////////////////////
enum Status
{
Done, ///< The socket has sent / received the data
NotReady, ///< The socket is not ready to send / receive data yet
Disconnected, ///< The TCP socket has been disconnected
Error ///< An unexpected error happened
};
////////////////////////////////////////////////////////////
/// \brief Some special values used by sockets
///
////////////////////////////////////////////////////////////
enum
{
AnyPort = 0 ///< Special value that tells the system to pick any available port
};
public :
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~Socket();
////////////////////////////////////////////////////////////
/// \brief Set the blocking state of the socket
///
/// In blocking mode, calls will not return until they have
/// completed their task. For example, a call to Receive in
/// blocking mode won't return until some data was actually
/// received.
/// In non-blocking mode, calls will always return immediately,
/// using the return code to signal whether there was data
/// available or not.
/// By default, all sockets are blocking.
///
/// \param blocking True to set the socket as blocking, false for non-blocking
///
/// \see IsBlocking
///
////////////////////////////////////////////////////////////
void SetBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// \brief Tell whether the socket is blocking or non-blocking mode
///
/// \return True if the socket is blocking, false otherwise
///
/// \see SetBlocking
///
////////////////////////////////////////////////////////////
bool IsBlocking() const;
protected :
////////////////////////////////////////////////////////////
/// \brief Types of protocols that the socket can use
///
////////////////////////////////////////////////////////////
enum Type
{
Tcp, ///< TCP protocol
Udp ///< UDP protocol
};
////////////////////////////////////////////////////////////
/// \brief Structure holding the data of a pending packet
///
////////////////////////////////////////////////////////////
struct PendingPacket
{
PendingPacket();
Uint32 Size; ///< Data of packet size
std::size_t SizeReceived; ///< Number of size bytes received so far
std::vector<char> Data; ///< Data of the packet
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor can only be accessed by derived classes.
///
/// \param type Type of the socket (TCP or UDP)
///
////////////////////////////////////////////////////////////
Socket(Type type);
////////////////////////////////////////////////////////////
/// \brief Return the internal handle of the socket
///
/// The returned handle may be invalid if the socket
/// was not created yet (or already destroyed).
/// This function can only be accessed by derived classes.
///
/// \return The internal (OS-specific) handle of the socket
///
////////////////////////////////////////////////////////////
SocketHandle GetHandle() const;
////////////////////////////////////////////////////////////
/// \brief Create the internal representation of the socket
///
/// This function can only be accessed by derived classes.
///
////////////////////////////////////////////////////////////
void Create();
////////////////////////////////////////////////////////////
/// \brief Create the internal representation of the socket
/// from a socket handle
///
/// This function can only be accessed by derived classes.
///
/// \param handle OS-specific handle of the socket to wrap
///
////////////////////////////////////////////////////////////
void Create(SocketHandle handle);
////////////////////////////////////////////////////////////
/// \brief Close the socket gracefully
///
/// This function can only be accessed by derived classes.
///
////////////////////////////////////////////////////////////
void Close();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
PendingPacket myPendingPacket; ///< Temporary data of the packet currently being received
private :
friend class SocketSelector;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Type myType; ///< Type of the socket (TCP or UDP)
SocketHandle mySocket; ///< Socket descriptor
bool myIsBlocking; ///< Current blocking mode of the socket
};
} // namespace sf
#endif // SFML_SOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::Socket
///
/// This class mainly defines internal stuff to be used by
/// derived classes.
///
/// The only public features that it defines, and which
/// is therefore common to all the socket classes, is the
/// blocking state. All sockets can be set as blocking or
/// non-blocking.
///
/// In blocking mode, socket functions will hang until
/// the operation completes, which means that the entire
/// program (well, in fact the current thread if you use
/// multiple ones) will be stuck waiting for your socket
/// operation to complete.
///
/// In non-blocking mode, all the socket functions will
/// return immediately. If the socket is not ready to complete
/// the requested operation, the function simply returns
/// the proper status code (Socket::NotReady).
///
/// The default mode, which is blocking, is the one that is
/// generally used, in combination with threads or selectors.
/// The non-blocking mode is rather used in real-time
/// applications that run an endless loop that can poll
/// the socket often enough, and cannot afford blocking
/// this loop.
///
/// \see sf::TcpListener, sf::TcpSocket, sf::UdpSocket
///
////////////////////////////////////////////////////////////

View File

@ -22,43 +22,36 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETHELPER_HPP
#define SFML_SOCKETHELPER_HPP
#ifndef SFML_SOCKETHANDLE_HPP
#define SFML_SOCKETHANDLE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#if defined(SFML_SYSTEM_WINDOWS)
#include <BaseTsd.h>
#endif
namespace sf
{
namespace Socket
{
////////////////////////////////////////////////////////////
/// Enumeration of status returned by socket functions
////////////////////////////////////////////////////////////
enum Status
{
Done, ///< The socket has sent / received the data
NotReady, ///< The socket is not ready to send / receive data yet
Disconnected, ///< The TCP socket has been disconnected
Error ///< An unexpected error happened
};
}
////////////////////////////////////////////////////////////
// Define the low-level socket handle type, specific to
// each platform
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS)
typedef UINT_PTR SocketHandle;
#else
typedef int SocketHandle;
#endif
} // namespace sf
#ifdef SFML_SYSTEM_WINDOWS
#include <SFML/Network/Win32/SocketHelper.hpp>
#else
#include <SFML/Network/Unix/SocketHelper.hpp>
#endif
#endif // SFML_SOCKETHELPER_HPP
#endif // SFML_SOCKETHANDLE_HPP

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@ -0,0 +1,251 @@
////////////////////////////////////////////////////////////
//
// 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_SOCKETSELECTOR_HPP
#define SFML_SOCKETSELECTOR_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
namespace sf
{
class Socket;
////////////////////////////////////////////////////////////
/// \brief Multiplexer that allows to read from multiple sockets
///
////////////////////////////////////////////////////////////
class SFML_API SocketSelector
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
SocketSelector();
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
SocketSelector(const SocketSelector& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~SocketSelector();
////////////////////////////////////////////////////////////
/// \brief Add a new socket to the selector
///
/// This function keeps a weak reference to the socket,
/// so you have to make sure that the socket is not destroyed
/// while it is stored in the selector.
///
/// \param socket Reference to the socket to add
///
/// \see Remove, Clear
///
////////////////////////////////////////////////////////////
void Add(Socket& socket);
////////////////////////////////////////////////////////////
/// \brief Remove a socket from the selector
///
/// This function doesn't destroy the socket, it simply
/// removes the reference that the selector has to it.
///
/// \param socket Reference to the socket to remove
///
/// \see Add, Clear
///
////////////////////////////////////////////////////////////
void Remove(Socket& socket);
////////////////////////////////////////////////////////////
/// \brief Remove all the sockets stored in the selector
///
/// This function doesn't destroy any instance, it simply
/// removes all the references that the selector has to
/// external sockets.
///
/// \see Add, Remove
///
////////////////////////////////////////////////////////////
void Clear();
////////////////////////////////////////////////////////////
/// \brief Wait until one or more sockets are ready to receive
///
/// This function returns as soon as at least one socket has
/// some data available to be received. To know which sockets are
/// ready, use the IsReady function.
/// If you use a timeout and no socket is ready before the timeout
/// is over, the function returns false.
///
/// \return True if there are sockets ready, false otherwise
///
/// \see IsReady
///
////////////////////////////////////////////////////////////
bool Wait(float timeout = 0.f);
////////////////////////////////////////////////////////////
/// \brief Test a socket to know if it is ready to receive data
///
/// This function must be used after a call to Wait, to know
/// which sockets are ready to receive data. If a socket is
/// ready, a call to Receive will never block because we know
/// that there is data available to read.
/// Note that if this function returns true for a TcpListener,
/// this means that it is ready to accept a new connection.
///
/// \return True if the socket is ready to read, false otherwise
///
/// \see IsReady
///
////////////////////////////////////////////////////////////
bool IsReady(Socket& socket) const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
SocketSelector& operator =(const SocketSelector& right);
private :
struct SocketSelectorImpl;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketSelectorImpl* myImpl; ///< Opaque pointer to the implementation (which requires OS-specific types)
};
} // namespace sf
#endif // SFML_SOCKETSELECTOR_HPP
////////////////////////////////////////////////////////////
/// \class sf::SocketSelector
///
/// Socket selectors provide a way to wait until some data is
/// available on a set of sockets, instead of just one. This
/// is convenient when you have multiple sockets that may
/// possibly receive data, but you don't know which one will
/// be ready first. In particular, it avoids to use a thread
/// for each socket; with selectors, a single thread can handle
/// all the sockets.
///
/// All types of sockets can be used in a selector:
/// \li sf::TcpListener
/// \li sf::TcpSocket
/// \li sf::UdpSocket
///
/// A selector doesn't store its own copies of the sockets
/// (socket classes are not copyable anyway), it simply keeps
/// a reference to the original sockets that you pass to the
/// Add function. Therefore, you can't use the selector as a
/// socket container, you must store them oustide and make sure
/// that they are alive as long as they are used in the selector.
///
/// Using a selector is simple:
/// \li populate the selector with all the sockets that you want to observe
/// \li make it wait until there is data available on any of the sockets
/// \li test each socket to find out which ones are ready
///
/// Usage example:
/// \code
/// // Create a socket to listen to new connections
/// sf::TcpListener listener;
/// listener.Listen(55001);
///
/// // Create a list to store the future clients
/// std::list<sf::TcpSocket*> clients;
///
/// // Create a selector
/// sf::SocketSelector selector;
///
/// // Add the listener to the selector
/// selector.Add(listener);
///
/// // Endless loop that waits for new connections
/// while (running)
/// {
/// // Make the selector wait for data on any socket
/// if (selector.Wait())
/// {
/// // Test the listener
/// if (selector.IsReady(listener))
/// {
/// // The listener is ready: there is a pending connection
/// sf::TcpSocket* client = new sf::TcpSocket;
/// if (listener.accept(*client) == sf::Socket::Done)
/// {
/// // Add the new client to the clients list
/// clients.push_back(client);
///
/// // Add the new client to the selector so that we will
/// // be notified when he sends something
/// selector.Add(*client);
/// }
/// }
/// else
/// {
/// // The listener socket is not ready, test all other sockets (the clients)
/// for (std::list<sf::TcpSocket*>::iterator it = clients.begin(); it != clients.end(); ++it)
/// {
/// sf::TcpSocket& client = **it;
/// if (selector.IsReady(client))
/// {
/// // The client has sent some data, we can receive it
/// sf::Packet packet;
/// if (client.Receive(packet) == sf::Socket::Done)
/// {
/// ...
/// }
/// }
/// }
/// }
/// }
/// }
/// \endcode
///
/// \see sf::Socket
///
////////////////////////////////////////////////////////////

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@ -1,227 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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 host : 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& host, 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
///
/// \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 sizeInBytes : Number of bytes to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(const char* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// 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 packet : Packet to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(Packet& packet);
////////////////////////////////////////////////////////////
/// Receive a packet from the host (must be connected first).
/// This function will block if the socket is blocking
///
/// \param packet : Packet to fill with received data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(Packet& packet);
////////////////////////////////////////////////////////////
/// 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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@ -1,228 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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_SOCKETUDP_HPP
#define SFML_SOCKETUDP_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketHelper.hpp>
#include <vector>
namespace sf
{
class Packet;
class IpAddress;
template <typename> class Selector;
////////////////////////////////////////////////////////////
/// SocketUDP wraps a socket using UDP protocol to
/// send data fastly (but with less safety)
////////////////////////////////////////////////////////////
class SFML_API SocketUDP
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
SocketUDP();
////////////////////////////////////////////////////////////
/// 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);
////////////////////////////////////////////////////////////
/// Bind the socket to a specific port
///
/// \param port : Port to bind the socket to
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
bool Bind(unsigned short port);
////////////////////////////////////////////////////////////
/// Unbind the socket from its previous port, if any
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
bool Unbind();
////////////////////////////////////////////////////////////
/// Send an array of bytes
///
/// \param data : Pointer to the bytes to send
/// \param sizeInBytes : Number of bytes to send
/// \param address : Address of the computer to send the packet to
/// \param port : Port to send the data to
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(const char* data, std::size_t sizeInBytes, const IpAddress& address, unsigned short port);
////////////////////////////////////////////////////////////
/// Receive an array of bytes.
/// 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
/// \param address : Address of the computer which sent the data
/// \param port : Port on which the remote computer sent the data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived, IpAddress& address, unsigned short& port);
////////////////////////////////////////////////////////////
/// Send a packet of data
///
/// \param packet : Packet to send
/// \param address : Address of the computer to send the packet to
/// \param port : Port to send the data to
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(Packet& packet, const IpAddress& address, unsigned short port);
////////////////////////////////////////////////////////////
/// Receive a packet.
/// This function will block if the socket is blocking
///
/// \param packet : Packet to fill with received data
/// \param Address : Address of the computer which sent the packet
/// \param Port : Port on which the remote computer sent the data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(Packet& packet, IpAddress& address, unsigned short& port);
////////////////////////////////////////////////////////////
/// 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;
////////////////////////////////////////////////////////////
/// Get the port the socket is currently bound to
///
/// \return Current port (0 means the socket is not bound)
///
////////////////////////////////////////////////////////////
unsigned short GetPort() const;
////////////////////////////////////////////////////////////
/// Comparison operator ==
///
/// \param other : Socket to compare
///
/// \return True if *this == other
///
////////////////////////////////////////////////////////////
bool operator ==(const SocketUDP& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator !=
///
/// \param other : Socket to compare
///
/// \return True if *this != other
///
////////////////////////////////////////////////////////////
bool operator !=(const SocketUDP& 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 SocketUDP& other) const;
private :
friend class Selector<SocketUDP>;
////////////////////////////////////////////////////////////
/// Construct the socket from a socket descriptor
/// (for internal use only)
///
/// \param descriptor : Socket descriptor
///
////////////////////////////////////////////////////////////
SocketUDP(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 identifier
unsigned short myPort; ///< Port to which the socket is bound
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_SOCKETUDP_HPP

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@ -0,0 +1,131 @@
////////////////////////////////////////////////////////////
//
// 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_TCPLISTENER_HPP
#define SFML_TCPLISTENER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Socket.hpp>
namespace sf
{
class TcpSocket;
////////////////////////////////////////////////////////////
/// \brief Socket that listens to new TCP connections
///
////////////////////////////////////////////////////////////
class SFML_API TcpListener : public Socket
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
TcpListener();
////////////////////////////////////////////////////////////
/// \brief Start listening for connections
///
/// This functions makes the socket listen to the specified
/// port, waiting for new connections.
/// If the socket was previously listening to another port,
/// it will be stopped first and bound to the new port.
///
/// \param port Port to listen for new connections
///
/// \return Status code
///
/// \see Accept, Close
///
////////////////////////////////////////////////////////////
Status Listen(unsigned short port);
////////////////////////////////////////////////////////////
/// \brief Accept a new connection
///
/// If the socket is in blocking mode, this function will
/// not return until a connection is actually received.
///
/// \param socket Socket that will hold the new connection
///
/// \return Status code
///
/// \see Listen
///
////////////////////////////////////////////////////////////
Status Accept(TcpSocket& socket);
};
} // namespace sf
#endif // SFML_TCPLISTENER_HPP
////////////////////////////////////////////////////////////
/// \class sf::TcpListener
///
/// A listener socket is a special type of socket that listens to
/// a given port and waits for connections on that port.
/// This is all it can do.
///
/// When a new connection is received, the socket returns a
/// new instance of sf::TcpSocket that is properly
/// initialized and can be used to communicate with the
/// new client.
///
/// Listener sockets are specific to the TCP protocol,
/// UDP sockets are connectionless and can therefore communicate
/// directly. As a consequence, a listener socket will always
/// return the new connections as sf::TcpSocket instances.
///
/// Usage example:
/// \code
/// // Create a listener socket and make it wait for new
/// // connections on port 55001
/// sf::TcpListener listener;
/// listener.Listen(55001);
///
/// // Endless loop that waits for new connections
/// while (running)
/// {
/// sf::TcpSocket client;
/// if (listener.accept(client) == sf::Socket::Done)
/// {
/// // A new client just connected!
/// std::cout << "New connection received from " << client.GetRemoteAddress() << std::endl;
/// DoSomethingWith(client);
/// }
/// }
/// \endcode
///
/// \see sf::TcpSocket, sf::Socket
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,271 @@
////////////////////////////////////////////////////////////
//
// 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_TCPSOCKET_HPP
#define SFML_TCPSOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Socket.hpp>
namespace sf
{
class TcpListener;
class IpAddress;
class Packet;
////////////////////////////////////////////////////////////
/// \brief Specialized socket using the TCP protocol
///
////////////////////////////////////////////////////////////
class SFML_API TcpSocket : public Socket
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
TcpSocket();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not connected, this function returns 0.
///
/// \return Port to which the socket is bound
///
/// \see Connect, GetRemotePort
///
////////////////////////////////////////////////////////////
unsigned short GetLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Get the address of the connected peer
///
/// It the socket is not connected, this function returns
/// sf::IpAddress::None.
///
/// \return Address of the remote peer
///
/// \see GetRemotePort
///
////////////////////////////////////////////////////////////
IpAddress GetRemoteAddress() const;
////////////////////////////////////////////////////////////
/// \brief Get the port of the connected peer to which
/// the socket is connected
///
/// If the socket is not connected, this function returns 0.
///
/// \return Remote port to which the socket is connected
///
/// \see GetRemoteAddress
///
////////////////////////////////////////////////////////////
unsigned short GetRemotePort() const;
////////////////////////////////////////////////////////////
/// \brief Connect the socket to a remote peer
///
/// In blocking mode, this function may take a while, especially
/// if the remote peer is not reachable. The last parameter allows
/// you to stop trying to connect after a given timeout.
/// If the socket was previously connected, it is first disconnected.
///
/// \param remoteAddress Address of the remote peer
/// \param remotePort Port of the remote peer
/// \param timeout Optional maximum time to wait, in seconds
///
/// \return Status code
///
/// \see Disconnect
///
////////////////////////////////////////////////////////////
Status Connect(const IpAddress& remoteAddress, unsigned short remotePort, float timeout = 0.f);
////////////////////////////////////////////////////////////
/// \brief Disconnect the connect from its remote peer
///
/// This function gracefully closes the connection. If the
/// socket is not connected, this function has no effect.
///
/// \see Connect
///
////////////////////////////////////////////////////////////
void Disconnect();
////////////////////////////////////////////////////////////
/// \brief Send raw data to the remote peer
///
/// This function will fail if the socket is not connected.
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
///
/// \return Status code
///
/// \see Receive
///
////////////////////////////////////////////////////////////
Status Send(const char* data, std::size_t size);
////////////////////////////////////////////////////////////
/// \brief Receive raw data from the remote peer
///
/// In blocking mode, this function will wait until some
/// bytes are actually received.
/// This function will fail if the socket is not connected.
///
/// \param data Pointer to the array to fill with the received bytes
/// \param size Maximum number of bytes that can be received
/// \param received This variable is filled with the actual number of bytes received
///
/// \return Status code
///
/// \see Send
///
////////////////////////////////////////////////////////////
Status Receive(char* data, std::size_t size, std::size_t& received);
////////////////////////////////////////////////////////////
/// \brief Send a formatted packet of data to the remote peer
///
/// This function will fail if the socket is not connected.
///
/// \param packet Packet to send
///
/// \return Status code
///
/// \see Receive
///
////////////////////////////////////////////////////////////
Status Send(Packet& packet);
////////////////////////////////////////////////////////////
/// \brief Receive a formatted packet of data from the remote peer
///
/// In blocking mode, this function will wait until the whole packet
/// has been received.
/// This function will fail if the socket is not connected.
///
/// \param packet Packet to fill with the received data
///
/// \return Status code
///
/// \see Send
///
////////////////////////////////////////////////////////////
Status Receive(Packet& packet);
friend class TcpListener;
};
} // namespace sf
#endif // SFML_TCPSOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::TcpSocket
///
/// TCP is a connected protocol, which means that a TCP
/// socket can only communicate with the host it is connected
/// to. It can't send or receive anything if it is not connected.
///
/// The TCP protocol is reliable but adds a slight overhead.
/// It ensures that your data will always be received in order
/// and without errors (no data corrupted, lost or duplicated).
///
/// When a socket is connected to a remote host, you can
/// retrieve informations about this host with the
/// GetRemoteAddress and GetRemotePort functions. You can
/// also get the local port to which the socket is bound
/// (which is automatically chosen when the socket is connected),
/// with the GetLocalPort function.
///
/// Sending and receiving data can use either the low-level
/// or the high-level functions. The low-level functions
/// process a raw sequence of bytes, and cannot ensure that
/// one call to Send will exactly match one call to Receive
/// at the other end of the socket.
///
/// The high-level interface uses packets (see sf::Packet),
/// which are easier to use and provide more safety regarding
/// the data that is exchanged. You can look at the sf::Packet
/// class to get more details about how they work.
///
/// The socket is automatically disconnected when it is destroyed,
/// but if you want to explicitely close the connection while
/// the socket instance is still alive, you can call Disconnect.
///
/// Usage example:
/// \code
/// // ----- The client -----
///
/// // Create a socket and connect it to 192.168.1.50 on port 55001
/// sf::TcpSocket socket;
/// socket.Connect("192.168.1.50", 55001);
///
/// // Send a message to the connected host
/// std::string message = "Hi, I am a client";
/// socket.Send(message.c_str(), message.size() + 1);
///
/// // Receive an answer from the server
/// char buffer[1024];
/// std::size_t received = 0;
/// socket.Receive(buffer, sizeof(buffer), received);
/// std::cout << "The server said: " << buffer << std::endl;
/// }
///
/// // ----- The server -----
///
/// // Create a listener to wait for incoming connections on port 55001
/// sf::TcpListener listener;
/// listener.Listen(55001);
///
/// // Wait for a connection
/// sf::TcpSocket socket;
/// listener.Accept(socket);
/// std::cout << "New client connected: " << socket.GetRemoteAddress() << std::endl;
///
/// // Receive a message from the client
/// char buffer[1024];
/// std::size_t received = 0;
/// socket.Receive(buffer, sizeof(buffer), received);
/// std::cout << "The client said: " << buffer << std::endl;
///
/// // Send an answer
/// std::string message = "Welcome, client";
/// socket.Send(message.c_str(), message.size() + 1);
/// }
/// \endcode
///
/// \see sf::Socket, sf::UdpSocket, sf::Packet
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,242 @@
////////////////////////////////////////////////////////////
//
// 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_UDPSOCKET_HPP
#define SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Socket.hpp>
namespace sf
{
class IpAddress;
class Packet;
////////////////////////////////////////////////////////////
/// \brief Specialized socket using the UDP protocol
///
////////////////////////////////////////////////////////////
class SFML_API UdpSocket : public Socket
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
UdpSocket();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not bound to a port, this function
/// returns 0.
///
/// \return Port to which the socket is bound
///
/// \see Bind
///
////////////////////////////////////////////////////////////
unsigned short GetLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Bind the socket to a specific port
///
/// Binding the socket to a port is necessary for being
/// able to receive data on that port.
/// You can use the special value Socket::AnyPort to tell the
/// system to automatically pick an available port, and then
/// call GetLocalPort to retrieve the chosen port.
///
/// \param port Port to bind the socket to
///
/// \return Status code
///
/// \see Unbind, GetLocalPort
///
////////////////////////////////////////////////////////////
Status Bind(unsigned short port);
////////////////////////////////////////////////////////////
/// \brief Unbind the socket from the local port to which it is bound
///
/// The port that the socket was previously using is immediately
/// available after this function is called. If the
/// socket is not bound to a port, this function has no effect.
///
/// \see Bind
///
////////////////////////////////////////////////////////////
void Unbind();
////////////////////////////////////////////////////////////
/// \brief Send raw data to a remote peer
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see Receive
///
////////////////////////////////////////////////////////////
Status Send(const char* data, std::size_t size, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive raw data from a remote peer
///
/// In blocking mode, this function will wait until some
/// bytes are actually received.
///
/// \param data Pointer to the array to fill with the received bytes
/// \param size Maximum number of bytes that can be received
/// \param received This variable is filled with the actual number of bytes received
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see Send
///
////////////////////////////////////////////////////////////
Status Receive(char* data, std::size_t size, std::size_t& received, IpAddress& remoteAddress, unsigned short& remotePort);
////////////////////////////////////////////////////////////
/// \brief Send a formatted packet of data to a remote peer
///
/// \param packet Packet to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see Receive
///
////////////////////////////////////////////////////////////
Status Send(Packet& packet, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive a formatted packet of data from a remote peer
///
/// In blocking mode, this function will wait until the whole packet
/// has been received.
///
/// \param packet Packet to fill with the received data
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see Send
///
////////////////////////////////////////////////////////////
Status Receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort);
};
} // namespace sf
#endif // SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::UdpSocket
///
/// A UDP socket is a connectionless socket. Instead of
/// connecting once to a remote host, like TCP sockets,
/// it can send to and receive from any host at any time.
///
/// The UDP protocol is lightweight but unreliable. Unreliable
/// means that the data may be corrupted, duplicated, lost or
/// arrive out of order. UDP is generally used for real-time
/// communication (audio or video streaming, real-time games,
/// etc.) where speed is crucial and corrupted data
/// doesn't matter much.
///
/// Sending and receiving data can use either the low-level
/// or the high-level functions. The low-level functions
/// process a raw sequence of bytes, and cannot ensure that
/// one call to Send will exactly match one call to Receive
/// at the other end of the socket.
///
/// The high-level interface uses packets (see sf::Packet),
/// which are easier to use and provide more safety regarding
/// the data that is exchanged. You can look at the sf::Packet
/// class to get more details about how they work.
///
/// If the socket is bound to a port, it is automatically
/// unbound from it when the socket is destroyed. However,
/// you can unbind the socket explicitely with the Unbind
/// function if necessary, to stop receiving messages or
/// make the port available for other sockets.
///
/// Usage example:
/// \code
/// // ----- The client -----
///
/// // Create a socket and bind it to the port 55001
/// sf::UdpSocket socket;
/// socket.Bind(55001);
///
/// // Send a message to 192.168.1.50 on port 55002
/// std::string message = "Hi, I am " + sf::IpAddress::GetLocalAddress().ToString();
/// socket.Send(message.c_str(), message.size() + 1, "192.168.1.50", 55002);
///
/// // Receive an answer (most likely from 192.168.1.50, but could be anyone else)
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.Receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
/// }
///
/// // ----- The server -----
///
/// // Create a socket and bind it to the port 55002
/// sf::UdpSocket socket;
/// socket.Bind(55002);
///
/// // Receive a message from anyone
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.Receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // Send an answer
/// std::string message = "Welcome " + sender.ToString();
/// socket.Send(message.c_str(), message.size() + 1, sender, port);
/// }
/// \endcode
///
/// \see sf::Socket, sf::TcpSocket, sf::Packet
///
////////////////////////////////////////////////////////////

View File

@ -90,7 +90,7 @@ int main()
case 1 :
{
// Print current server directory
// Print the current server directory
sf::Ftp::DirectoryResponse response = server.GetWorkingDirectory();
std::cout << response << std::endl;
std::cout << "Current directory is " << response.GetDirectory() << std::endl;
@ -99,11 +99,12 @@ int main()
case 2 :
{
// Print content of current server directory
// Print the contents of the current server directory
sf::Ftp::ListingResponse response = server.GetDirectoryListing();
std::cout << response << std::endl;
for (std::size_t i = 0; i < response.GetCount(); ++i)
std::cout << response.GetFilename(i) << std::endl;
std::vector<std::string> filenames = response.GetFilenames();
for (std::vector<std::string>::const_iterator it = filenames.begin(); it != filenames.end(); ++it)
std::cout << *it << std::endl;
break;
}
@ -123,7 +124,7 @@ int main()
std::string directory;
std::cout << "Name of the directory to create: ";
std::cin >> directory;
std::cout << server.MakeDirectory(directory) << std::endl;
std::cout << server.CreateDirectory(directory) << std::endl;
break;
}

View File

@ -6,14 +6,10 @@
#include <cstdlib>
////////////////////////////////////////////////////////////
// Function prototypes
// (I'm too lazy to put them into separate headers...)
////////////////////////////////////////////////////////////
void DoClientTCP(unsigned short Port);
void DoClientUDP(unsigned short Port);
void DoServerTCP(unsigned short Port);
void DoServerUDP(unsigned short Port);
void RunTcpServer(unsigned short Port);
void RunTcpClient(unsigned short Port);
void RunUdpServer(unsigned short Port);
void RunUdpClient(unsigned short Port);
////////////////////////////////////////////////////////////
@ -24,34 +20,34 @@ void DoServerUDP(unsigned short Port);
////////////////////////////////////////////////////////////
int main()
{
// Choose a random port for opening sockets (ports < 1024 are reserved)
const unsigned short port = 2435;
// Choose an arbitrary port for opening sockets
const unsigned short port = 50001;
// TCP or UDP ?
// TCP, UDP or connected UDP ?
char protocol;
std::cout << "Do you want to use TCP ('t') or UDP ('u') ? ";
std::cout << "Do you want to use TCP (t) or UDP (u) ? ";
std::cin >> protocol;
// Client or server ?
char who;
std::cout << "Do you want to be a server ('s') or a client ('c') ? ";
std::cout << "Do you want to be a server (s) or a client (c) ? ";
std::cin >> who;
if (who == 's')
if (protocol == 't')
{
// Run as a server
if (protocol == 't')
DoServerTCP(port);
// Test the TCP protocol
if (who == 's')
RunTcpServer(port);
else
DoServerUDP(port);
RunTcpClient(port);
}
else
{
// Run as a client
if (protocol == 't')
DoClientTCP(port);
// Test the unconnected UDP protocol
if (who == 's')
RunUdpServer(port);
else
DoClientUDP(port);
RunUdpClient(port);
}
// Wait until the user presses 'enter' key

View File

@ -7,87 +7,75 @@
////////////////////////////////////////////////////////////
/// Create a client and connect it to a running server
/// Launch a server, wait for an incoming connection,
/// send a message and wait for the answer.
///
////////////////////////////////////////////////////////////
void DoClientTCP(unsigned short port)
void RunTcpServer(unsigned short port)
{
// Ask for server address
sf::IpAddress serverAddress;
do
{
std::cout << "Type address or name of the server to connect to : ";
std::cin >> serverAddress;
}
while (serverAddress == sf::IpAddress::None);
// Create a server socket to accept new connections
sf::TcpListener listener;
// Create a TCP socket for communicating with server
sf::SocketTCP client;
// Connect to the specified server
if (client.Connect(port, serverAddress) != sf::Socket::Done)
return;
std::cout << "Connected to server " << serverAddress << std::endl;
// Receive a message from the client
char message[128];
std::size_t received;
if (client.Receive(message, sizeof(message), received) != sf::Socket::Done)
return;
// Show it
std::cout << "Message received from server : \"" << message << "\"" << std::endl;
// Define a message to send back to the server
char toSend[] = "Hi, I'm a client !";
// Send the message
if (client.Send(toSend, sizeof(toSend)) != sf::Socket::Done)
return;
std::cout << "Message sent to server : \"" << toSend << "\"" << std::endl;
// Close the socket when we're done
client.Close();
}
////////////////////////////////////////////////////////////
/// Launch a server and wait for incoming connections
///
////////////////////////////////////////////////////////////
void DoServerTCP(unsigned short port)
{
// Create a TCP socket for communicating with clients
sf::SocketTCP server;
// Listen to a port for incoming connections
if (!server.Listen(port))
// Listen to the given port for incoming connections
if (listener.Listen(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
sf::IpAddress clientAddress;
sf::SocketTCP client;
if (server.Accept(client, &clientAddress) != sf::Socket::Done)
sf::TcpSocket socket;
if (listener.Accept(socket) != sf::Socket::Done)
return;
std::cout << "Client connected : " << clientAddress << std::endl;
std::cout << "Client connected: " << socket.GetRemoteAddress() << std::endl;
// Send a message to the client
char toSend[] = "Hi, I'm the server";
if (client.Send(toSend, sizeof(toSend)) != sf::Socket::Done)
// Send a message to the connected client
const char out[] = "Hi, I'm the server";
if (socket.Send(out, sizeof(out)) != sf::Socket::Done)
return;
std::cout << "Message sent to the client : \"" << toSend << "\"" << std::endl;
std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
// Receive a message back from the client
char message[128];
char in[128];
std::size_t received;
if (client.Receive(message, sizeof(message), received) != sf::Socket::Done)
if (socket.Receive(in, sizeof(in), received) != sf::Socket::Done)
return;
// Show the message
std::cout << "Message received from the client : \"" << message << "\"" << std::endl;
// Close the sockets when we're done
client.Close();
server.Close();
std::cout << "Answer received from the client: \"" << in << "\"" << std::endl;
}
////////////////////////////////////////////////////////////
/// Create a client, connect it to a server, display the
/// welcome message and send an answer.
///
////////////////////////////////////////////////////////////
void RunTcpClient(unsigned short port)
{
// Ask for the server address
sf::IpAddress server;
do
{
std::cout << "Type the address or name of the server to connect to: ";
std::cin >> server;
}
while (server == sf::IpAddress::None);
// Create a socket for communicating with the server
sf::TcpSocket socket;
// Connect to the server
if (socket.Connect(server, port) != sf::Socket::Done)
return;
std::cout << "Connected to server " << server << std::endl;
// Receive a message from the server
char in[128];
std::size_t received;
if (socket.Receive(in, sizeof(in), received) != sf::Socket::Done)
return;
std::cout << "Message received from the server: \"" << in << "\"" << std::endl;
// Send an answer to the server
const char out[] = "Hi, I'm a client";
if (socket.Send(out, sizeof(out)) != sf::Socket::Done)
return;
std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
}

View File

@ -7,59 +7,66 @@
////////////////////////////////////////////////////////////
/// Create a client and send a message to a running server
/// Launch a server, wait for a message, send an answer.
///
////////////////////////////////////////////////////////////
void DoClientUDP(unsigned short port)
void RunUdpServer(unsigned short port)
{
// Ask for server address
sf::IpAddress serverAddress;
// Create a socket to receive a message from anyone
sf::UdpSocket socket;
// Listen to messages on the specified port
if (socket.Bind(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for a message... " << std::endl;
// Wait for a message
char in[128];
std::size_t received;
sf::IpAddress sender;
unsigned short senderPort;
if (socket.Receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message received from client " << sender << ": \"" << in << "\"" << std::endl;
// Send an answer to the client
const char out[] = "Hi, I'm the server";
if (socket.Send(out, sizeof(out), sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
}
////////////////////////////////////////////////////////////
/// Send a message to the server, wait for the answer
///
////////////////////////////////////////////////////////////
void RunUdpClient(unsigned short port)
{
// Ask for the server address
sf::IpAddress server;
do
{
std::cout << "Type address or name of the server to send the message to : ";
std::cin >> serverAddress;
std::cout << "Type the address or name of the server to connect to: ";
std::cin >> server;
}
while (serverAddress == sf::IpAddress::None);
while (server == sf::IpAddress::None);
// Create a UDP socket for communicating with server
sf::SocketUDP client;
// Create a socket for communicating with the server
sf::UdpSocket socket;
// Send a message to the server
char message[] = "Hi, I'm a client !";
if (client.Send(message, sizeof(message), serverAddress, port) != sf::Socket::Done)
const char out[] = "Hi, I'm a client";
if (socket.Send(out, sizeof(out), server, port) != sf::Socket::Done)
return;
std::cout << "Message sent to server : \"" << message << "\"" << std::endl;
std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
// Close the socket when we're done
client.Close();
}
////////////////////////////////////////////////////////////
/// Launch a server and wait for incoming messages
///
////////////////////////////////////////////////////////////
void DoServerUDP(unsigned short port)
{
// Create a UDP socket for communicating with clients
sf::SocketUDP server;
// Bind it to the specified port
if (!server.Bind(port))
return;
// Receive a message from anyone
sf::IpAddress clientAddress;
unsigned short clientPort;
char message[128];
// Receive an answer from anyone (but most likely from the server)
char in[128];
std::size_t received;
if (server.Receive(message, sizeof(message), received, clientAddress, clientPort) != sf::Socket::Done)
sf::IpAddress sender;
unsigned short senderPort;
if (socket.Receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
return;
// Display it
std::cout << "Message received from " << clientAddress << " on port " << clientPort
<< ": \"" << message << "\"" << std::endl;
// Close the socket when we're done
server.Close();
std::cout << "Message received from " << sender << ": \"" << in << "\"" << std::endl;
}

View File

@ -22,17 +22,35 @@ public :
////////////////////////////////////////////////////////////
/// Constructor
///
/// \param Socket : Socket that holds the connection with the server
/// \param host Remote host to which send the recording data
/// \param port Port of the remote host
///
////////////////////////////////////////////////////////////
NetworkRecorder(sf::SocketTCP socket) :
mySocket(socket)
NetworkRecorder(const sf::IpAddress& host, unsigned short port) :
myHost(host),
myPort(port)
{
}
private :
////////////////////////////////////////////////////////////
/// /see SoundRecorder::OnStart
///
////////////////////////////////////////////////////////////
virtual bool OnStart()
{
if (mySocket.Connect(myHost, myPort) == sf::Socket::Done)
{
std::cout << "Connected to server " << myHost << std::endl;
return true;
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
/// /see SoundRecorder::ProcessSamples
///
@ -48,10 +66,27 @@ private :
return mySocket.Send(packet) == sf::Socket::Done;
}
////////////////////////////////////////////////////////////
/// /see SoundRecorder::OnStop
///
////////////////////////////////////////////////////////////
virtual void OnStop()
{
// Send a "end-of-stream" packet
sf::Packet packet;
packet << endOfStream;
mySocket.Send(packet);
// Close the socket
mySocket.Disconnect();
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::SocketTCP mySocket; ///< Socket used to communicate with the server
sf::IpAddress myHost; ///< Address of the remote host
unsigned short myPort; ///< Remote port
sf::TcpSocket mySocket; ///< Socket used to communicate with the server
};
@ -70,41 +105,25 @@ void DoClient(unsigned short port)
}
// Ask for server address
sf::IpAddress serverAddress;
sf::IpAddress server;
do
{
std::cout << "Type address or name of the server to connect to : ";
std::cin >> serverAddress;
std::cin >> server;
}
while (serverAddress == sf::IpAddress::None);
while (server == sf::IpAddress::None);
// Create a TCP socket for communicating with server
sf::SocketTCP socket;
// Connect to the specified server
if (socket.Connect(port, serverAddress) != sf::Socket::Done)
return;
std::cout << "Connected to server " << serverAddress << std::endl;
// Create an instance of our custom recorder
NetworkRecorder recorder(server, port);
// Wait for user input...
std::cin.ignore(10000, '\n');
std::cout << "Press enter to start recording audio";
std::cin.ignore(10000, '\n');
// Create a instance of our custom recorder
NetworkRecorder recorder(socket);
// Start capturing audio data
recorder.Start(44100);
std::cout << "Recording... press enter to stop";
std::cin.ignore(10000, '\n');
recorder.Stop();
// Send a "end-of-stream" packet
sf::Packet packet;
packet << endOfStream;
socket.Send(packet);
// Close the socket when we're done
socket.Close();
}

View File

@ -32,17 +32,6 @@ public :
Initialize(1, 44100);
}
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
~NetworkAudioStream()
{
// Close the sockets
myClient.Close();
myListener.Close();
}
////////////////////////////////////////////////////////////
/// Run the server, stream audio data from the client
///
@ -52,14 +41,14 @@ public :
if (!myHasFinished)
{
// Listen to the given port for incoming connections
if (!myListener.Listen(port))
if (myListener.Listen(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
sf::IpAddress clientAddress;
myListener.Accept(myClient, &clientAddress);
std::cout << "Client connected : " << clientAddress << std::endl;
if (myListener.Accept(myClient) != sf::Socket::Done)
return;
std::cout << "Client connected: " << myClient.GetRemoteAddress() << std::endl;
// Start playback
Play();
@ -149,7 +138,7 @@ private :
else if (id == endOfStream)
{
// End of stream reached : we stop receiving audio data
std::cout << "Audio data has been 100% received !" << std::endl;
std::cout << "Audio data has been 100% received!" << std::endl;
myHasFinished = true;
}
else
@ -164,8 +153,8 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::SocketTCP myListener;
sf::SocketTCP myClient;
sf::TcpListener myListener;
sf::TcpSocket myClient;
sf::Mutex myMutex;
std::vector<sf::Int16> mySamples;
std::vector<sf::Int16> myTempBuffer;

View File

@ -36,35 +36,19 @@
namespace sf
{
////////////////////////////////////////////////////////////
// Utility class for exchanging stuff with the server
// on the data channel
////////////////////////////////////////////////////////////
class Ftp::DataChannel : NonCopyable
{
public :
////////////////////////////////////////////////////////////
// Constructor
////////////////////////////////////////////////////////////
DataChannel(Ftp& owner);
////////////////////////////////////////////////////////////
// Destructor
////////////////////////////////////////////////////////////
~DataChannel();
////////////////////////////////////////////////////////////
// Open the data channel using the specified mode and port
////////////////////////////////////////////////////////////
Ftp::Response Open(Ftp::TransferMode mode);
////////////////////////////////////////////////////////////
// Send data on the data channel
////////////////////////////////////////////////////////////
void Send(const std::vector<char>& data);
////////////////////////////////////////////////////////////
// Receive data on the data channel until it is closed
////////////////////////////////////////////////////////////
void Receive(std::vector<char>& data);
@ -74,12 +58,10 @@ private :
// Member data
////////////////////////////////////////////////////////////
Ftp& myFtp; ///< Reference to the owner Ftp instance
SocketTCP myDataSocket; ///< Socket used for data transfers
TcpSocket myDataSocket; ///< Socket used for data transfers
};
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Ftp::Response::Response(Status code, const std::string& message) :
myStatus (code),
@ -89,9 +71,6 @@ myMessage(message)
}
////////////////////////////////////////////////////////////
/// Convenience function to check if the response status code
/// means a success
////////////////////////////////////////////////////////////
bool Ftp::Response::IsOk() const
{
@ -99,8 +78,6 @@ bool Ftp::Response::IsOk() const
}
////////////////////////////////////////////////////////////
/// Get the response status code
////////////////////////////////////////////////////////////
Ftp::Response::Status Ftp::Response::GetStatus() const
{
@ -108,8 +85,6 @@ Ftp::Response::Status Ftp::Response::GetStatus() const
}
////////////////////////////////////////////////////////////
/// Get the full message contained in the response
////////////////////////////////////////////////////////////
const std::string& Ftp::Response::GetMessage() const
{
@ -118,23 +93,19 @@ const std::string& Ftp::Response::GetMessage() const
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Ftp::DirectoryResponse::DirectoryResponse(Ftp::Response response) :
Ftp::DirectoryResponse::DirectoryResponse(const Ftp::Response& response) :
Ftp::Response(response)
{
if (IsOk())
{
// Extract the directory from the server response
std::string::size_type begin = response.GetMessage().find('"', 0);
std::string::size_type end = response.GetMessage().find('"', begin + 1);
myDirectory = response.GetMessage().substr(begin + 1, end - begin - 1);
std::string::size_type begin = GetMessage().find('"', 0);
std::string::size_type end = GetMessage().find('"', begin + 1);
myDirectory = GetMessage().substr(begin + 1, end - begin - 1);
}
}
////////////////////////////////////////////////////////////
/// Get the directory returned in the response
////////////////////////////////////////////////////////////
const std::string& Ftp::DirectoryResponse::GetDirectory() const
{
@ -143,9 +114,7 @@ const std::string& Ftp::DirectoryResponse::GetDirectory() const
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Ftp::ListingResponse::ListingResponse(Ftp::Response response, const std::vector<char>& data) :
Ftp::ListingResponse::ListingResponse(const Ftp::Response& response, const std::vector<char>& data) :
Ftp::Response(response)
{
if (IsOk())
@ -163,25 +132,12 @@ Ftp::Response(response)
////////////////////////////////////////////////////////////
/// Get the number of filenames in the listing
////////////////////////////////////////////////////////////
std::size_t Ftp::ListingResponse::GetCount() const
const std::vector<std::string>& Ftp::ListingResponse::GetFilenames() const
{
return myFilenames.size();
return myFilenames;
}
////////////////////////////////////////////////////////////
/// Get the Index-th filename in the directory
////////////////////////////////////////////////////////////
const std::string& Ftp::ListingResponse::GetFilename(std::size_t index) const
{
return myFilenames[index];
}
////////////////////////////////////////////////////////////
/// Destructor -- close the connection with the server
////////////////////////////////////////////////////////////
Ftp::~Ftp()
{
@ -189,13 +145,11 @@ Ftp::~Ftp()
}
////////////////////////////////////////////////////////////
/// Connect to the specified FTP server
////////////////////////////////////////////////////////////
Ftp::Response Ftp::Connect(const IpAddress& server, unsigned short port, float timeout)
{
// Connect to the server
if (myCommandSocket.Connect(port, server, timeout) != Socket::Done)
if (myCommandSocket.Connect(server, port, timeout) != Socket::Done)
return Response(Response::ConnectionFailed);
// Get the response to the connection
@ -203,8 +157,6 @@ Ftp::Response Ftp::Connect(const IpAddress& server, unsigned short port, float t
}
////////////////////////////////////////////////////////////
/// Log in using anonymous account
////////////////////////////////////////////////////////////
Ftp::Response Ftp::Login()
{
@ -212,8 +164,6 @@ Ftp::Response Ftp::Login()
}
////////////////////////////////////////////////////////////
/// Log in using a username and a password
////////////////////////////////////////////////////////////
Ftp::Response Ftp::Login(const std::string& name, const std::string& password)
{
@ -225,22 +175,18 @@ Ftp::Response Ftp::Login(const std::string& name, const std::string& password)
}
////////////////////////////////////////////////////////////
/// Close the connection with FTP server
////////////////////////////////////////////////////////////
Ftp::Response Ftp::Disconnect()
{
// Send the exit command
Response response = SendCommand("QUIT");
if (response.IsOk())
myCommandSocket.Close();
myCommandSocket.Disconnect();
return response;
}
////////////////////////////////////////////////////////////
/// Send a null command just to prevent from being disconnected
////////////////////////////////////////////////////////////
Ftp::Response Ftp::KeepAlive()
{
@ -248,8 +194,6 @@ Ftp::Response Ftp::KeepAlive()
}
////////////////////////////////////////////////////////////
/// Get the current working directory
////////////////////////////////////////////////////////////
Ftp::DirectoryResponse Ftp::GetWorkingDirectory()
{
@ -257,9 +201,6 @@ Ftp::DirectoryResponse Ftp::GetWorkingDirectory()
}
////////////////////////////////////////////////////////////
/// Get the contents of the given directory
/// (subdirectories and files)
////////////////////////////////////////////////////////////
Ftp::ListingResponse Ftp::GetDirectoryListing(const std::string& directory)
{
@ -285,8 +226,6 @@ Ftp::ListingResponse Ftp::GetDirectoryListing(const std::string& directory)
}
////////////////////////////////////////////////////////////
/// Change the current working directory
////////////////////////////////////////////////////////////
Ftp::Response Ftp::ChangeDirectory(const std::string& directory)
{
@ -294,8 +233,6 @@ Ftp::Response Ftp::ChangeDirectory(const std::string& directory)
}
////////////////////////////////////////////////////////////
/// Go to the parent directory of the current one
////////////////////////////////////////////////////////////
Ftp::Response Ftp::ParentDirectory()
{
@ -304,16 +241,12 @@ Ftp::Response Ftp::ParentDirectory()
////////////////////////////////////////////////////////////
/// Create a new directory
////////////////////////////////////////////////////////////
Ftp::Response Ftp::MakeDirectory(const std::string& name)
Ftp::Response Ftp::CreateDirectory(const std::string& name)
{
return SendCommand("MKD", name);
}
////////////////////////////////////////////////////////////
/// Remove an existing directory
////////////////////////////////////////////////////////////
Ftp::Response Ftp::DeleteDirectory(const std::string& name)
{
@ -321,8 +254,6 @@ Ftp::Response Ftp::DeleteDirectory(const std::string& name)
}
////////////////////////////////////////////////////////////
/// Rename a file
////////////////////////////////////////////////////////////
Ftp::Response Ftp::RenameFile(const std::string& file, const std::string& newName)
{
@ -334,8 +265,6 @@ Ftp::Response Ftp::RenameFile(const std::string& file, const std::string& newNam
}
////////////////////////////////////////////////////////////
/// Remove an existing file
////////////////////////////////////////////////////////////
Ftp::Response Ftp::DeleteFile(const std::string& name)
{
@ -344,9 +273,7 @@ Ftp::Response Ftp::DeleteFile(const std::string& name)
////////////////////////////////////////////////////////////
/// Download a file from the server
////////////////////////////////////////////////////////////
Ftp::Response Ftp::Download(const std::string& distantFile, const std::string& destPath, TransferMode mode)
Ftp::Response Ftp::Download(const std::string& remoteFile, const std::string& localPath, TransferMode mode)
{
// Open a data channel using the given transfer mode
DataChannel data(*this);
@ -354,7 +281,7 @@ Ftp::Response Ftp::Download(const std::string& distantFile, const std::string& d
if (response.IsOk())
{
// Tell the server to start the transfer
response = SendCommand("RETR", distantFile);
response = SendCommand("RETR", remoteFile);
if (response.IsOk())
{
// Receive the file data
@ -366,13 +293,13 @@ Ftp::Response Ftp::Download(const std::string& distantFile, const std::string& d
if (response.IsOk())
{
// Extract the filename from the file path
std::string filename = distantFile;
std::string filename = remoteFile;
std::string::size_type pos = filename.find_last_of("/\\");
if (pos != std::string::npos)
filename = filename.substr(pos + 1);
// Make sure the destination path ends with a slash
std::string path = destPath;
std::string path = localPath;
if (!path.empty() && (path[path.size() - 1] != '\\') && (path[path.size() - 1] != '/'))
path += "/";
@ -392,9 +319,7 @@ Ftp::Response Ftp::Download(const std::string& distantFile, const std::string& d
////////////////////////////////////////////////////////////
/// Upload a file to the server
////////////////////////////////////////////////////////////
Ftp::Response Ftp::Upload(const std::string& localFile, const std::string& destPath, TransferMode mode)
Ftp::Response Ftp::Upload(const std::string& localFile, const std::string& remotePath, TransferMode mode)
{
// Get the contents of the file to send
std::ifstream file(localFile.c_str(), std::ios_base::binary);
@ -415,7 +340,7 @@ Ftp::Response Ftp::Upload(const std::string& localFile, const std::string& destP
filename = filename.substr(pos + 1);
// Make sure the destination path ends with a slash
std::string path = destPath;
std::string path = remotePath;
if (!path.empty() && (path[path.size() - 1] != '\\') && (path[path.size() - 1] != '/'))
path += "/";
@ -440,8 +365,6 @@ Ftp::Response Ftp::Upload(const std::string& localFile, const std::string& destP
}
////////////////////////////////////////////////////////////
/// Send a command to the FTP server
////////////////////////////////////////////////////////////
Ftp::Response Ftp::SendCommand(const std::string& command, const std::string& parameter)
{
@ -461,9 +384,6 @@ Ftp::Response Ftp::SendCommand(const std::string& command, const std::string& pa
}
////////////////////////////////////////////////////////////
/// Receive a response from the server
/// (usually after a command has been sent)
////////////////////////////////////////////////////////////
Ftp::Response Ftp::GetResponse()
{
@ -596,8 +516,6 @@ Ftp::Response Ftp::GetResponse()
}
////////////////////////////////////////////////////////////
/// Constructor
////////////////////////////////////////////////////////////
Ftp::DataChannel::DataChannel(Ftp& owner) :
myFtp(owner)
@ -606,18 +524,6 @@ myFtp(owner)
}
////////////////////////////////////////////////////////////
/// Destructor
////////////////////////////////////////////////////////////
Ftp::DataChannel::~DataChannel()
{
// Close the data socket
myDataSocket.Close();
}
////////////////////////////////////////////////////////////
/// Open the data channel using the specified mode and port
////////////////////////////////////////////////////////////
Ftp::Response Ftp::DataChannel::Open(Ftp::TransferMode mode)
{
@ -653,7 +559,7 @@ Ftp::Response Ftp::DataChannel::Open(Ftp::TransferMode mode)
static_cast<Uint8>(data[3]));
// Connect the data channel to the server
if (myDataSocket.Connect(port, address) == Socket::Done)
if (myDataSocket.Connect(address, port) == Socket::Done)
{
// Translate the transfer mode to the corresponding FTP parameter
std::string modeStr;
@ -679,8 +585,6 @@ Ftp::Response Ftp::DataChannel::Open(Ftp::TransferMode mode)
}
////////////////////////////////////////////////////////////
/// Receive data on the data channel until it is closed
////////////////////////////////////////////////////////////
void Ftp::DataChannel::Receive(std::vector<char>& data)
{
@ -694,12 +598,10 @@ void Ftp::DataChannel::Receive(std::vector<char>& data)
}
// Close the data socket
myDataSocket.Close();
myDataSocket.Disconnect();
}
////////////////////////////////////////////////////////////
/// Send data on the data channel
////////////////////////////////////////////////////////////
void Ftp::DataChannel::Send(const std::vector<char>& data)
{
@ -708,7 +610,7 @@ void Ftp::DataChannel::Send(const std::vector<char>& data)
myDataSocket.Send(&data[0], data.size());
// Close the data socket
myDataSocket.Close();
myDataSocket.Disconnect();
}
} // namespace sf

View File

@ -32,16 +32,16 @@
#include <sstream>
////////////////////////////////////////////////////////////
// Private data
////////////////////////////////////////////////////////////
namespace
{
////////////////////////////////////////////////////////////
// Convenience function to convert a string to lower case
////////////////////////////////////////////////////////////
// Convert a string to lower case
std::string ToLower(std::string str)
{
for (std::string::iterator i = str.begin(); i != str.end(); ++i)
*i = static_cast<char>(tolower(*i));
return str;
}
}
@ -50,19 +50,15 @@ namespace
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Http::Request::Request(Method method, const std::string& URI, const std::string& body)
Http::Request::Request(const std::string& uri, Method method, const std::string& body)
{
SetMethod(method);
SetURI(URI);
SetUri(uri);
SetHttpVersion(1, 0);
SetBody(body);
}
////////////////////////////////////////////////////////////
/// Set the value of a field; the field is added if it doesn't exist
////////////////////////////////////////////////////////////
void Http::Request::SetField(const std::string& field, const std::string& value)
{
@ -70,9 +66,6 @@ void Http::Request::SetField(const std::string& field, const std::string& value)
}
////////////////////////////////////////////////////////////
/// Set the request method.
/// This parameter is Get by default
////////////////////////////////////////////////////////////
void Http::Request::SetMethod(Http::Request::Method method)
{
@ -81,12 +74,9 @@ void Http::Request::SetMethod(Http::Request::Method method)
////////////////////////////////////////////////////////////
/// Set the target URI of the request.
/// This parameter is "/" by default
////////////////////////////////////////////////////////////
void Http::Request::SetURI(const std::string& URI)
void Http::Request::SetUri(const std::string& uri)
{
myURI = URI;
myURI = uri;
// Make sure it starts with a '/'
if (myURI.empty() || (myURI[0] != '/'))
@ -94,9 +84,6 @@ void Http::Request::SetURI(const std::string& URI)
}
////////////////////////////////////////////////////////////
/// Set the HTTP version of the request.
/// This parameter is 1.0 by default
////////////////////////////////////////////////////////////
void Http::Request::SetHttpVersion(unsigned int major, unsigned int minor)
{
@ -105,10 +92,6 @@ void Http::Request::SetHttpVersion(unsigned int major, unsigned int minor)
}
////////////////////////////////////////////////////////////
/// Set the body of the request. This parameter is optional and
/// makes sense only for POST requests.
/// This parameter is empty by default
////////////////////////////////////////////////////////////
void Http::Request::SetBody(const std::string& body)
{
@ -117,9 +100,7 @@ void Http::Request::SetBody(const std::string& body)
////////////////////////////////////////////////////////////
/// Get the string representation of a request header
////////////////////////////////////////////////////////////
std::string Http::Request::ToString() const
std::string Http::Request::Prepare() const
{
std::ostringstream out;
@ -153,8 +134,6 @@ std::string Http::Request::ToString() const
}
////////////////////////////////////////////////////////////
/// Check if the given field has been defined
////////////////////////////////////////////////////////////
bool Http::Request::HasField(const std::string& field) const
{
@ -162,8 +141,6 @@ bool Http::Request::HasField(const std::string& field) const
}
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Http::Response::Response() :
myStatus (ConnectionFailed),
@ -174,8 +151,6 @@ myMinorVersion(0)
}
////////////////////////////////////////////////////////////
/// Get the value of a field
////////////////////////////////////////////////////////////
const std::string& Http::Response::GetField(const std::string& field) const
{
@ -192,8 +167,6 @@ const std::string& Http::Response::GetField(const std::string& field) const
}
////////////////////////////////////////////////////////////
/// Get the header's status code
////////////////////////////////////////////////////////////
Http::Response::Status Http::Response::GetStatus() const
{
@ -201,8 +174,6 @@ Http::Response::Status Http::Response::GetStatus() const
}
////////////////////////////////////////////////////////////
/// Get the major HTTP version number of the response
////////////////////////////////////////////////////////////
unsigned int Http::Response::GetMajorHttpVersion() const
{
@ -210,8 +181,6 @@ unsigned int Http::Response::GetMajorHttpVersion() const
}
////////////////////////////////////////////////////////////
/// Get the major HTTP version number of the response
////////////////////////////////////////////////////////////
unsigned int Http::Response::GetMinorHttpVersion() const
{
@ -219,12 +188,6 @@ unsigned int Http::Response::GetMinorHttpVersion() const
}
////////////////////////////////////////////////////////////
/// Get the body of the response. The body can contain :
/// - the requested page (for GET requests)
/// - a response from the server (for POST requests)
/// - nothing (for HEAD requests)
/// - an error message (in case of an error)
////////////////////////////////////////////////////////////
const std::string& Http::Response::GetBody() const
{
@ -233,9 +196,7 @@ const std::string& Http::Response::GetBody() const
////////////////////////////////////////////////////////////
/// Construct the header from a response string
////////////////////////////////////////////////////////////
void Http::Response::FromString(const std::string& data)
void Http::Response::Parse(const std::string& data)
{
std::istringstream in(data);
@ -300,8 +261,6 @@ void Http::Response::FromString(const std::string& data)
}
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Http::Http() :
myHost(),
@ -311,8 +270,6 @@ myPort(0)
}
////////////////////////////////////////////////////////////
/// Construct the Http instance with the target host
////////////////////////////////////////////////////////////
Http::Http(const std::string& host, unsigned short port)
{
@ -320,8 +277,6 @@ Http::Http(const std::string& host, unsigned short port)
}
////////////////////////////////////////////////////////////
/// Set the target host
////////////////////////////////////////////////////////////
void Http::SetHost(const std::string& host, unsigned short port)
{
@ -354,17 +309,10 @@ void Http::SetHost(const std::string& host, unsigned short port)
}
////////////////////////////////////////////////////////////
/// Send a HTTP request and return the server's response.
/// You must be connected to a host before sending requests.
/// Any missing mandatory header field will be added with an appropriate value.
/// Warning : this function waits for the server's response and may
/// not return instantly; use a thread if you don't want to block your
/// application.
////////////////////////////////////////////////////////////
Http::Response Http::SendRequest(const Http::Request& request, float timeout)
{
// First make sure the request is valid -- add missing mandatory fields
// First make sure that the request is valid -- add missing mandatory fields
Request toSend(request);
if (!toSend.HasField("From"))
{
@ -397,10 +345,10 @@ Http::Response Http::SendRequest(const Http::Request& request, float timeout)
Response received;
// Connect the socket to the host
if (myConnection.Connect(myPort, myHost, timeout) == Socket::Done)
if (myConnection.Connect(myHost, myPort, timeout) == Socket::Done)
{
// Convert the request to string and send it through the connected socket
std::string requestStr = toSend.ToString();
std::string requestStr = toSend.Prepare();
if (!requestStr.empty())
{
@ -417,12 +365,12 @@ Http::Response Http::SendRequest(const Http::Request& request, float timeout)
}
// Build the Response object from the received data
received.FromString(receivedStr);
received.Parse(receivedStr);
}
}
// Close the connection
myConnection.Close();
myConnection.Disconnect();
}
return received;

View File

@ -27,7 +27,7 @@
////////////////////////////////////////////////////////////
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/Http.hpp>
#include <SFML/Network/SocketHelper.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <string.h>
@ -135,37 +135,31 @@ IpAddress IpAddress::GetLocalAddress()
IpAddress localAddress;
// Create the socket
SocketHelper::SocketType sock = socket(PF_INET, SOCK_DGRAM, 0);
if (sock == SocketHelper::InvalidSocket())
SocketHandle sock = socket(PF_INET, SOCK_DGRAM, 0);
if (sock == priv::SocketImpl::InvalidSocket())
return localAddress;
// Build the host address (use a random port)
sockaddr_in sockAddr;
memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
sockAddr.sin_addr.s_addr = INADDR_LOOPBACK;
sockAddr.sin_family = AF_INET;
sockAddr.sin_port = htons(4567);
// Connect the socket
if (connect(sock, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) == -1)
// Connect the socket to localhost on any port
sockaddr_in address = priv::SocketImpl::CreateAddress(INADDR_LOOPBACK, 0);
if (connect(sock, reinterpret_cast<sockaddr*>(&address), sizeof(address)) == -1)
{
SocketHelper::Close(sock);
priv::SocketImpl::Close(sock);
return localAddress;
}
// Get the local address of the socket connection
SocketHelper::LengthType size = sizeof(sockAddr);
if (getsockname(sock, reinterpret_cast<sockaddr*>(&sockAddr), &size) == -1)
priv::SocketImpl::AddrLength size = sizeof(address);
if (getsockname(sock, reinterpret_cast<sockaddr*>(&address), &size) == -1)
{
SocketHelper::Close(sock);
priv::SocketImpl::Close(sock);
return localAddress;
}
// Close the socket
SocketHelper::Close(sock);
priv::SocketImpl::Close(sock);
// Finally build the IP address
localAddress.myAddress = sockAddr.sin_addr.s_addr;
localAddress.myAddress = address.sin_addr.s_addr;
return localAddress;
}
@ -181,7 +175,7 @@ IpAddress IpAddress::GetPublicAddress(float timeout)
// (not very hard: the web page contains only our IP address).
Http server("www.sfml-dev.org");
Http::Request request(Http::Request::Get, "/ip-provider.php");
Http::Request request("/ip-provider.php", Http::Request::Get);
Http::Response page = server.SendRequest(request, timeout);
if (page.GetStatus() == Http::Response::Ok)
return IpAddress(page.GetBody());

View File

@ -26,7 +26,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Packet.hpp>
#include <SFML/Network/SocketHelper.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <SFML/System/String.hpp>
#include <string.h>
@ -34,8 +34,6 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Packet::Packet() :
myReadPos(0),
myIsValid(true)
@ -44,8 +42,6 @@ myIsValid(true)
}
////////////////////////////////////////////////////////////
/// Virtual destructor
////////////////////////////////////////////////////////////
Packet::~Packet()
{
@ -53,8 +49,6 @@ Packet::~Packet()
}
////////////////////////////////////////////////////////////
/// Append data to the end of the packet
////////////////////////////////////////////////////////////
void Packet::Append(const void* data, std::size_t sizeInBytes)
{
@ -67,8 +61,6 @@ void Packet::Append(const void* data, std::size_t sizeInBytes)
}
////////////////////////////////////////////////////////////
/// Clear the packet data
////////////////////////////////////////////////////////////
void Packet::Clear()
{
@ -78,10 +70,6 @@ void Packet::Clear()
}
////////////////////////////////////////////////////////////
/// Get a pointer to the data contained in the packet
/// Warning : the returned pointer may be invalid after you
/// append data to the packet
////////////////////////////////////////////////////////////
const char* Packet::GetData() const
{
@ -89,8 +77,6 @@ const char* Packet::GetData() const
}
////////////////////////////////////////////////////////////
/// Get the size of the data contained in the packet
////////////////////////////////////////////////////////////
std::size_t Packet::GetDataSize() const
{
@ -98,8 +84,6 @@ std::size_t Packet::GetDataSize() const
}
////////////////////////////////////////////////////////////
/// Tell if the reading position has reached the end of the packet
////////////////////////////////////////////////////////////
bool Packet::EndOfPacket() const
{
@ -107,8 +91,6 @@ bool Packet::EndOfPacket() const
}
////////////////////////////////////////////////////////////
/// Tell if the packet is valid for reading
////////////////////////////////////////////////////////////
Packet::operator bool() const
{
@ -116,8 +98,6 @@ Packet::operator bool() const
}
////////////////////////////////////////////////////////////
/// Operator >> overloads to extract data from the packet
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(bool& data)
{
@ -127,6 +107,9 @@ Packet& Packet::operator >>(bool& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(Int8& data)
{
if (CheckSize(sizeof(data)))
@ -137,6 +120,9 @@ Packet& Packet::operator >>(Int8& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(Uint8& data)
{
if (CheckSize(sizeof(data)))
@ -147,6 +133,9 @@ Packet& Packet::operator >>(Uint8& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(Int16& data)
{
if (CheckSize(sizeof(data)))
@ -157,6 +146,9 @@ Packet& Packet::operator >>(Int16& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(Uint16& data)
{
if (CheckSize(sizeof(data)))
@ -167,6 +159,9 @@ Packet& Packet::operator >>(Uint16& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(Int32& data)
{
if (CheckSize(sizeof(data)))
@ -177,6 +172,9 @@ Packet& Packet::operator >>(Int32& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(Uint32& data)
{
if (CheckSize(sizeof(data)))
@ -187,6 +185,9 @@ Packet& Packet::operator >>(Uint32& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(float& data)
{
if (CheckSize(sizeof(data)))
@ -197,6 +198,9 @@ Packet& Packet::operator >>(float& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(double& data)
{
if (CheckSize(sizeof(data)))
@ -207,6 +211,9 @@ Packet& Packet::operator >>(double& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(char* data)
{
// First extract string length
@ -225,6 +232,9 @@ Packet& Packet::operator >>(char* data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(std::string& data)
{
// First extract string length
@ -243,6 +253,9 @@ Packet& Packet::operator >>(std::string& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(wchar_t* data)
{
// First extract string length
@ -263,6 +276,9 @@ Packet& Packet::operator >>(wchar_t* data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(std::wstring& data)
{
// First extract string length
@ -283,6 +299,9 @@ Packet& Packet::operator >>(std::wstring& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator >>(String& data)
{
// First extract the string length
@ -305,58 +324,83 @@ Packet& Packet::operator >>(String& data)
}
////////////////////////////////////////////////////////////
/// Operator << overloads to put data into the packet
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(bool data)
{
*this << static_cast<Uint8>(data);
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(Int8 data)
{
Append(&data, sizeof(data));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(Uint8 data)
{
Append(&data, sizeof(data));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(Int16 data)
{
Int16 toWrite = htons(data);
Append(&toWrite, sizeof(toWrite));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(Uint16 data)
{
Uint16 toWrite = htons(data);
Append(&toWrite, sizeof(toWrite));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(Int32 data)
{
Int32 toWrite = htonl(data);
Append(&toWrite, sizeof(toWrite));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(Uint32 data)
{
Uint32 toWrite = htonl(data);
Append(&toWrite, sizeof(toWrite));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(float data)
{
Append(&data, sizeof(data));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(double data)
{
Append(&data, sizeof(data));
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(const char* data)
{
// First insert string length
@ -370,6 +414,9 @@ Packet& Packet::operator <<(const char* data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(const std::string& data)
{
// First insert string length
@ -384,6 +431,9 @@ Packet& Packet::operator <<(const std::string& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(const wchar_t* data)
{
// First insert string length
@ -398,6 +448,9 @@ Packet& Packet::operator <<(const wchar_t* data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(const std::wstring& data)
{
// First insert string length
@ -413,6 +466,9 @@ Packet& Packet::operator <<(const std::wstring& data)
return *this;
}
////////////////////////////////////////////////////////////
Packet& Packet::operator <<(const String& data)
{
// First insert the string length
@ -430,8 +486,6 @@ Packet& Packet::operator <<(const String& data)
}
////////////////////////////////////////////////////////////
/// Check if the packet can extract a given size of bytes
////////////////////////////////////////////////////////////
bool Packet::CheckSize(std::size_t size)
{
@ -442,21 +496,17 @@ bool Packet::CheckSize(std::size_t size)
////////////////////////////////////////////////////////////
/// Called before the packet is sent to the network
////////////////////////////////////////////////////////////
const char* Packet::OnSend(std::size_t& dataSize)
const char* Packet::OnSend(std::size_t& size)
{
dataSize = GetDataSize();
size = GetDataSize();
return GetData();
}
////////////////////////////////////////////////////////////
/// Called after the packet has been received from the network
////////////////////////////////////////////////////////////
void Packet::OnReceive(const char* data, std::size_t dataSize)
void Packet::OnReceive(const char* data, std::size_t size)
{
Append(data, dataSize);
Append(data, size);
}
} // namespace sf

155
src/SFML/Network/Socket.cpp Normal file
View File

@ -0,0 +1,155 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <SFML/System/Err.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
Socket::Socket(Type type) :
myType (type),
mySocket (priv::SocketImpl::InvalidSocket()),
myIsBlocking(true)
{
}
////////////////////////////////////////////////////////////
Socket::~Socket()
{
// Close the socket before it gets destructed
Close();
}
////////////////////////////////////////////////////////////
void Socket::SetBlocking(bool blocking)
{
// Apply if the socket is already created
if (mySocket != priv::SocketImpl::InvalidSocket())
priv::SocketImpl::SetBlocking(mySocket, blocking);
myIsBlocking = blocking;
}
////////////////////////////////////////////////////////////
bool Socket::IsBlocking() const
{
return myIsBlocking;
}
////////////////////////////////////////////////////////////
SocketHandle Socket::GetHandle() const
{
return mySocket;
}
////////////////////////////////////////////////////////////
void Socket::Create()
{
// Don't create the socket if it already exists
if (mySocket == priv::SocketImpl::InvalidSocket())
{
SocketHandle handle = socket(PF_INET, myType == Tcp ? SOCK_STREAM : SOCK_DGRAM, 0);
Create(handle);
}
}
////////////////////////////////////////////////////////////
void Socket::Create(SocketHandle handle)
{
// Don't create the socket if it already exists
if (mySocket == priv::SocketImpl::InvalidSocket())
{
// Assign the new handle
mySocket = handle;
// Set the current blocking state
SetBlocking(myIsBlocking);
// To avoid the "Address already in use" error message when trying to bind to the same port
int yes = 1;
if (setsockopt(mySocket, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to set socket option \"SO_REUSEADDR\" ; "
<< "binding to a same port may fail if too fast" << std::endl;
}
if (myType == Tcp)
{
// Disable the Nagle algorithm (ie. removes buffering of TCP packets)
if (setsockopt(mySocket, IPPROTO_TCP, TCP_NODELAY, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to set socket option \"TCP_NODELAY\" ; "
<< "all your TCP packets will be buffered" << std::endl;
}
}
else
{
// Enable broadcast by default for UDP sockets
if (setsockopt(mySocket, SOL_SOCKET, SO_BROADCAST, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to enable broadcast on UDP socket" << std::endl;
}
}
}
}
////////////////////////////////////////////////////////////
void Socket::Close()
{
// Close the socket
if (mySocket != priv::SocketImpl::InvalidSocket())
{
priv::SocketImpl::Close(mySocket);
mySocket = priv::SocketImpl::InvalidSocket();
}
// Reset the pending packet data
myPendingPacket = PendingPacket();
}
////////////////////////////////////////////////////////////
Socket::PendingPacket::PendingPacket() :
Size (0),
SizeReceived(0),
Data ()
{
}
} // namespace sf

View File

@ -0,0 +1,39 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#if defined(SFML_SYSTEM_WINDOWS)
#include <SFML/Network/Win32/SocketImpl.hpp>
#else
#include <SFML/Network/Unix/SocketImpl.hpp>
#endif

View File

@ -22,114 +22,116 @@
//
////////////////////////////////////////////////////////////
#ifdef _MSC_VER
#pragma warning(disable : 4127) // "conditional expression is constant" generated by the FD_SET macro
#endif
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SelectorBase.hpp>
#include <SFML/Network/SocketSelector.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <SFML/System/Err.hpp>
#include <utility>
#ifdef _MSC_VER
#pragma warning(disable : 4127) // "conditional expression is constant" generated by the FD_SET macro
#endif
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
struct SocketSelector::SocketSelectorImpl
{
fd_set AllSockets; ///< Set containing all the sockets handles
fd_set SocketsReady; ///< Set containing handles of the sockets that are ready
int MaxSocket; ///< Maximum socket handle
};
////////////////////////////////////////////////////////////
SelectorBase::SelectorBase() :
myMaxSocket(0)
SocketSelector::SocketSelector() :
myImpl(new SocketSelectorImpl)
{
Clear();
}
////////////////////////////////////////////////////////////
/// Add a socket to watch
////////////////////////////////////////////////////////////
void SelectorBase::Add(SocketHelper::SocketType socket)
SocketSelector::SocketSelector(const SocketSelector& copy) :
myImpl(new SocketSelectorImpl(*copy.myImpl))
{
FD_SET(socket, &mySet);
int size = static_cast<int>(socket);
if (size > myMaxSocket)
myMaxSocket = size;
}
////////////////////////////////////////////////////////////
/// Remove a socket
////////////////////////////////////////////////////////////
void SelectorBase::Remove(SocketHelper::SocketType socket)
SocketSelector::~SocketSelector()
{
FD_CLR(socket, &mySet);
delete myImpl;
}
////////////////////////////////////////////////////////////
/// Remove all sockets
////////////////////////////////////////////////////////////
void SelectorBase::Clear()
void SocketSelector::Add(Socket& socket)
{
FD_ZERO(&mySet);
FD_ZERO(&mySetReady);
FD_SET(socket.GetHandle(), &myImpl->AllSockets);
myMaxSocket = 0;
int size = static_cast<int>(socket.GetHandle());
if (size > myImpl->MaxSocket)
myImpl->MaxSocket = size;
}
////////////////////////////////////////////////////////////
/// Wait and collect sockets which are ready for reading.
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
////////////////////////////////////////////////////////////
unsigned int SelectorBase::Wait(float timeout)
void SocketSelector::Remove(Socket& socket)
{
// Setup the timeout structure
FD_CLR(socket.GetHandle(), &myImpl->AllSockets);
FD_CLR(socket.GetHandle(), &myImpl->SocketsReady);
}
////////////////////////////////////////////////////////////
void SocketSelector::Clear()
{
FD_ZERO(&myImpl->AllSockets);
FD_ZERO(&myImpl->SocketsReady);
myImpl->MaxSocket = 0;
}
////////////////////////////////////////////////////////////
bool SocketSelector::Wait(float timeout)
{
// Setup the timeout
timeval time;
time.tv_sec = static_cast<long>(timeout);
time.tv_usec = (static_cast<long>(timeout * 1000) % 1000) * 1000;
// Prepare the set of sockets to return
mySetReady = mySet;
// Initialize the set that will contain the sockets that are ready
myImpl->SocketsReady = myImpl->AllSockets;
// Wait until one of the sockets is ready for reading, or timeout is reached
int nbSockets = select(myMaxSocket + 1, &mySetReady, NULL, NULL, timeout > 0 ? &time : NULL);
int count = select(myImpl->MaxSocket + 1, &myImpl->SocketsReady, NULL, NULL, timeout > 0 ? &time : NULL);
return nbSockets >= 0 ? static_cast<unsigned int>(nbSockets) : 0;
return count > 0;
}
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
////////////////////////////////////////////////////////////
SocketHelper::SocketType SelectorBase::GetSocketReady(unsigned int index) const
bool SocketSelector::IsReady(Socket& socket) const
{
// We have to drop the const for FD_ISSET
fd_set* set = const_cast<fd_set*>(&mySetReady);
return FD_ISSET(socket.GetHandle(), &myImpl->SocketsReady) != 0;
}
// The standard FD_xxx interface doesn't define a direct access,
// so we must iterate through the whole set to find the socket that we're looking for
for (int i = 0; i < myMaxSocket + 1; ++i)
{
if (FD_ISSET(i, set))
{
// Current socket is ready, but is it the index-th one ?
if (index > 0)
{
index--;
}
else
{
return static_cast<SocketHelper::SocketType>(i);
}
}
}
// Invalid index : return an invalid socket
return SocketHelper::InvalidSocket();
////////////////////////////////////////////////////////////
SocketSelector& SocketSelector::operator =(const SocketSelector& right)
{
SocketSelector temp(right);
std::swap(myImpl, temp.myImpl);
return *this;
}
} // namespace sf

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@ -1,511 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketTCP.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/Packet.hpp>
#include <SFML/Network/SocketHelper.hpp>
#include <SFML/System/Err.hpp>
#include <algorithm>
#include <string.h>
#ifdef _MSC_VER
#pragma warning(disable : 4127) // "conditional expression is constant" generated by the FD_SET macro
#endif
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
SocketTCP::SocketTCP()
{
Create(SocketHelper::InvalidSocket());
}
////////////////////////////////////////////////////////////
/// Change the blocking state of the socket
////////////////////////////////////////////////////////////
void SocketTCP::SetBlocking(bool blocking)
{
// Make sure our socket is valid
if (!IsValid())
Create();
SocketHelper::SetBlocking(mySocket, blocking);
myIsBlocking = blocking;
}
////////////////////////////////////////////////////////////
/// Connect to another computer on a specified port
////////////////////////////////////////////////////////////
Socket::Status SocketTCP::Connect(unsigned short port, const IpAddress& host, float timeout)
{
// Make sure our socket is valid
if (!IsValid())
Create();
// Build the host address
sockaddr_in sockAddr;
memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
sockAddr.sin_addr.s_addr = inet_addr(host.ToString().c_str());
sockAddr.sin_family = AF_INET;
sockAddr.sin_port = htons(port);
if (timeout <= 0)
{
// ----- We're not using a timeout : just try to connect -----
if (connect(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) == -1)
{
// Failed to connect
return SocketHelper::GetErrorStatus();
}
// Connection succeeded
return Socket::Done;
}
else
{
// ----- We're using a timeout : we'll need a few tricks to make it work -----
// Save the previous blocking state
bool blocking = myIsBlocking;
// Switch to non-blocking to enable our connection timeout
if (blocking)
SetBlocking(false);
// Try to connect to host
if (connect(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) >= 0)
{
// We got instantly connected! (it may no happen a lot...)
return Socket::Done;
}
// Get the error status
Socket::Status status = SocketHelper::GetErrorStatus();
// If we were in non-blocking mode, return immediatly
if (!blocking)
return status;
// Otherwise, wait until something happens to our socket (success, timeout or error)
if (status == Socket::NotReady)
{
// Setup the selector
fd_set selector;
FD_ZERO(&selector);
FD_SET(mySocket, &selector);
// Setup the timeout
timeval time;
time.tv_sec = static_cast<long>(timeout);
time.tv_usec = (static_cast<long>(timeout * 1000) % 1000) * 1000;
// Wait for something to write on our socket (which means that the connection request has returned)
if (select(static_cast<int>(mySocket + 1), NULL, &selector, NULL, &time) > 0)
{
// At this point the connection may have been either accepted or refused.
// To know whether it's a success or a failure, we try to retrieve the name of the connected peer
SocketHelper::LengthType size = sizeof(sockAddr);
if (getpeername(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), &size) != -1)
{
// Connection accepted
status = Socket::Done;
}
else
{
// Connection failed
status = SocketHelper::GetErrorStatus();
}
}
else
{
// Failed to connect before timeout is over
status = SocketHelper::GetErrorStatus();
}
}
// Switch back to blocking mode
SetBlocking(true);
return status;
}
}
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
////////////////////////////////////////////////////////////
bool SocketTCP::Listen(unsigned short port)
{
// Make sure our socket is valid
if (!IsValid())
Create();
// Build the address
sockaddr_in sockAddr;
memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
sockAddr.sin_addr.s_addr = htonl(INADDR_ANY);
sockAddr.sin_family = AF_INET;
sockAddr.sin_port = htons(port);
// Bind the socket to the specified port
if (bind(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) == -1)
{
// Not likely to happen, but...
Err() << "Failed to bind socket to port " << port << std::endl;
return false;
}
// Listen to the bound port
if (listen(mySocket, 0) == -1)
{
// Oops, socket is deaf
Err() << "Failed to listen to port " << port << std::endl;
return false;
}
return true;
}
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function will block if the socket is blocking
////////////////////////////////////////////////////////////
Socket::Status SocketTCP::Accept(SocketTCP& connected, IpAddress* address)
{
// Address that will be filled with client informations
sockaddr_in clientAddress;
SocketHelper::LengthType length = sizeof(clientAddress);
// Accept a new connection
connected = accept(mySocket, reinterpret_cast<sockaddr*>(&clientAddress), &length);
// Check errors
if (!connected.IsValid())
{
if (address)
*address = IpAddress();
return SocketHelper::GetErrorStatus();
}
// Fill address if requested
if (address)
*address = IpAddress(inet_ntoa(clientAddress.sin_addr));
return Socket::Done;
}
////////////////////////////////////////////////////////////
/// Send an array of bytes to the host (must be connected first)
////////////////////////////////////////////////////////////
Socket::Status SocketTCP::Send(const char* data, std::size_t sizeInBytes)
{
// First check that socket is valid
if (!IsValid())
return Socket::Error;
// Check parameters
if (data && sizeInBytes)
{
// Loop until every byte has been sent
int sent = 0;
int sizeToSend = static_cast<int>(sizeInBytes);
for (int length = 0; length < sizeToSend; length += sent)
{
// Send a chunk of data
sent = send(mySocket, data + length, sizeToSend - length, 0);
// Check if an error occured
if (sent <= 0)
return SocketHelper::GetErrorStatus();
}
return Socket::Done;
}
else
{
// Error...
Err() << "Cannot send data over the network (invalid parameters)" << std::endl;
return Socket::Error;
}
}
////////////////////////////////////////////////////////////
/// Receive an array of bytes from the host (must be connected first).
/// This function will block if the socket is blocking
////////////////////////////////////////////////////////////
Socket::Status SocketTCP::Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived)
{
// First clear the size received
sizeReceived = 0;
// Check that socket is valid
if (!IsValid())
return Socket::Error;
// Check parameters
if (data && maxSize)
{
// Receive a chunk of bytes
int received = recv(mySocket, data, static_cast<int>(maxSize), 0);
// Check the number of bytes received
if (received > 0)
{
sizeReceived = static_cast<std::size_t>(received);
return Socket::Done;
}
else if (received == 0)
{
return Socket::Disconnected;
}
else
{
return SocketHelper::GetErrorStatus();
}
}
else
{
// Error...
Err() << "Cannot receive data from the network (invalid parameters)" << std::endl;
return Socket::Error;
}
}
////////////////////////////////////////////////////////////
/// Send a packet of data to the host (must be connected first)
////////////////////////////////////////////////////////////
Socket::Status SocketTCP::Send(Packet& packet)
{
// Get the data to send from the packet
std::size_t dataSize = 0;
const char* data = packet.OnSend(dataSize);
// Send the packet size
Uint32 packetSize = htonl(static_cast<unsigned long>(dataSize));
Send(reinterpret_cast<const char*>(&packetSize), sizeof(packetSize));
// Send the packet data
if (packetSize > 0)
{
return Send(data, dataSize);
}
else
{
return Socket::Done;
}
}
////////////////////////////////////////////////////////////
/// Receive a packet from the host (must be connected first).
/// This function will block if the socket is blocking
////////////////////////////////////////////////////////////
Socket::Status SocketTCP::Receive(Packet& packet)
{
// We start by getting the size of the incoming packet
Uint32 packetSize = 0;
std::size_t received = 0;
if (myPendingPacketSize < 0)
{
// Loop until we've received the entire size of the packet
// (even a 4 bytes variable may be received in more than one call)
while (myPendingHeaderSize < sizeof(myPendingHeader))
{
char* data = reinterpret_cast<char*>(&myPendingHeader) + myPendingHeaderSize;
Socket::Status status = Receive(data, sizeof(myPendingHeader) - myPendingHeaderSize, received);
myPendingHeaderSize += received;
if (status != Socket::Done)
return status;
}
packetSize = ntohl(myPendingHeader);
myPendingHeaderSize = 0;
}
else
{
// There is a pending packet : we already know its size
packetSize = myPendingPacketSize;
}
// Then loop until we receive all the packet data
char buffer[1024];
while (myPendingPacket.size() < packetSize)
{
// Receive a chunk of data
std::size_t sizeToGet = std::min(static_cast<std::size_t>(packetSize - myPendingPacket.size()), sizeof(buffer));
Socket::Status status = Receive(buffer, sizeToGet, received);
if (status != Socket::Done)
{
// We must save the size of the pending packet until we can receive its content
if (status == Socket::NotReady)
myPendingPacketSize = packetSize;
return status;
}
// Append it into the packet
if (received > 0)
{
myPendingPacket.resize(myPendingPacket.size() + received);
char* begin = &myPendingPacket[0] + myPendingPacket.size() - received;
memcpy(begin, buffer, received);
}
}
// We have received all the datas : we can copy it to the user packet, and clear our internal packet
packet.Clear();
if (!myPendingPacket.empty())
packet.OnReceive(&myPendingPacket[0], myPendingPacket.size());
myPendingPacket.clear();
myPendingPacketSize = -1;
return Socket::Done;
}
////////////////////////////////////////////////////////////
/// Close the socket
////////////////////////////////////////////////////////////
bool SocketTCP::Close()
{
if (IsValid())
{
if (!SocketHelper::Close(mySocket))
{
Err() << "Failed to close socket" << std::endl;
return false;
}
mySocket = SocketHelper::InvalidSocket();
}
myIsBlocking = true;
return true;
}
////////////////////////////////////////////////////////////
/// Check if the socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
////////////////////////////////////////////////////////////
bool SocketTCP::IsValid() const
{
return mySocket != SocketHelper::InvalidSocket();
}
////////////////////////////////////////////////////////////
/// Comparison operator ==
////////////////////////////////////////////////////////////
bool SocketTCP::operator ==(const SocketTCP& other) const
{
return mySocket == other.mySocket;
}
////////////////////////////////////////////////////////////
/// Comparison operator !=
////////////////////////////////////////////////////////////
bool SocketTCP::operator !=(const SocketTCP& other) const
{
return mySocket != other.mySocket;
}
////////////////////////////////////////////////////////////
/// Comparison operator <.
/// Provided for compatibility with standard containers, as
/// comparing two sockets doesn't make much sense...
////////////////////////////////////////////////////////////
bool SocketTCP::operator <(const SocketTCP& other) const
{
return mySocket < other.mySocket;
}
////////////////////////////////////////////////////////////
/// Construct the socket from a socket descriptor
/// (for internal use only)
////////////////////////////////////////////////////////////
SocketTCP::SocketTCP(SocketHelper::SocketType descriptor)
{
Create(descriptor);
}
////////////////////////////////////////////////////////////
/// Create the socket
////////////////////////////////////////////////////////////
void SocketTCP::Create(SocketHelper::SocketType descriptor)
{
// Use the given socket descriptor, or get a new one
mySocket = descriptor ? descriptor : socket(PF_INET, SOCK_STREAM, 0);
myIsBlocking = true;
// Reset the pending packet
myPendingHeaderSize = 0;
myPendingPacket.clear();
myPendingPacketSize = -1;
// Setup default options
if (IsValid())
{
// To avoid the "Address already in use" error message when trying to bind to the same port
int yes = 1;
if (setsockopt(mySocket, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to set socket option \"SO_REUSEADDR\" ; "
<< "binding to a same port may fail if too fast" << std::endl;
}
// Disable the Nagle algorithm (ie. removes buffering of TCP packets)
if (setsockopt(mySocket, IPPROTO_TCP, TCP_NODELAY, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to set socket option \"TCP_NODELAY\" ; "
<< "all your TCP packets will be buffered" << std::endl;
}
// Set blocking by default (should always be the case anyway)
SetBlocking(true);
}
}
} // namespace sf

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@ -1,433 +0,0 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketUDP.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/Packet.hpp>
#include <SFML/System/Err.hpp>
#include <algorithm>
#include <string.h>
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
SocketUDP::SocketUDP()
{
Create();
}
////////////////////////////////////////////////////////////
/// Change the blocking state of the socket
////////////////////////////////////////////////////////////
void SocketUDP::SetBlocking(bool blocking)
{
// Make sure our socket is valid
if (!IsValid())
Create();
SocketHelper::SetBlocking(mySocket, blocking);
myIsBlocking = blocking;
}
////////////////////////////////////////////////////////////
/// Bind the socket to a specific port
////////////////////////////////////////////////////////////
bool SocketUDP::Bind(unsigned short port)
{
// Check if the socket is already bound to the specified port
if (myPort != port)
{
// If the socket was previously bound to another port, we need to unbind it first
Unbind();
if (port != 0)
{
// Build an address with the specified port
sockaddr_in sockAddr;
sockAddr.sin_family = AF_INET;
sockAddr.sin_port = htons(port);
sockAddr.sin_addr.s_addr = INADDR_ANY;
memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
// Bind the socket to the port
if (bind(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) == -1)
{
Err() << "Failed to bind the socket to port " << port << std::endl;
myPort = 0;
return false;
}
}
// Save the new port
myPort = port;
}
return true;
}
////////////////////////////////////////////////////////////
/// Unbind the socket to its previous port
////////////////////////////////////////////////////////////
bool SocketUDP::Unbind()
{
// To unbind the socket, we just recreate it
if (myPort != 0)
{
Close();
Create();
myPort = 0;
}
return true;
}
////////////////////////////////////////////////////////////
/// Send an array of bytes
////////////////////////////////////////////////////////////
Socket::Status SocketUDP::Send(const char* data, std::size_t sizeInBytes, const IpAddress& address, unsigned short port)
{
// Make sure the socket is valid
if (!IsValid())
Create();
// Check parameters
if (data && sizeInBytes)
{
// Build the target address
sockaddr_in sockAddr;
sockAddr.sin_family = AF_INET;
sockAddr.sin_port = htons(port);
sockAddr.sin_addr.s_addr = inet_addr(address.ToString().c_str());
memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
// Loop until every byte has been sent
int sent = 0;
int sizeToSend = static_cast<int>(sizeInBytes);
for (int length = 0; length < sizeToSend; length += sent)
{
// Send a chunk of data
sent = sendto(mySocket, data + length, sizeToSend - length, 0, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr));
// Check errors
if (sent <= 0)
return SocketHelper::GetErrorStatus();
}
return Socket::Done;
}
else
{
// Error...
Err() << "Cannot send data over the network (invalid parameters)" << std::endl;
return Socket::Error;
}
}
////////////////////////////////////////////////////////////
/// Receive an array of bytes.
/// This function will block if the socket is blocking
////////////////////////////////////////////////////////////
Socket::Status SocketUDP::Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived, IpAddress& address, unsigned short& port)
{
// First clear the size received
sizeReceived = 0;
// Make sure the socket is bound to a port
if (myPort == 0)
{
Err() << "Failed to receive data ; the UDP socket first needs to be bound to a port" << std::endl;
return Socket::Error;
}
// Make sure the socket is valid
if (!IsValid())
Create();
// Check parameters
if (data && maxSize)
{
// Data that will be filled with the other computer's address
sockaddr_in sockAddr;
sockAddr.sin_family = AF_INET;
sockAddr.sin_port = 0;
sockAddr.sin_addr.s_addr = INADDR_ANY;
memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
SocketHelper::LengthType sockAddrSize = sizeof(sockAddr);
// Receive a chunk of bytes
int received = recvfrom(mySocket, data, static_cast<int>(maxSize), 0, reinterpret_cast<sockaddr*>(&sockAddr), &sockAddrSize);
// Check the number of bytes received
if (received > 0)
{
address = IpAddress(inet_ntoa(sockAddr.sin_addr));
port = ntohs(sockAddr.sin_port);
sizeReceived = static_cast<std::size_t>(received);
return Socket::Done;
}
else
{
address = IpAddress();
port = 0;
return received == 0 ? Socket::Disconnected : SocketHelper::GetErrorStatus();
}
}
else
{
// Error...
Err() << "Cannot receive data from the network (invalid parameters)" << std::endl;
return Socket::Error;
}
}
////////////////////////////////////////////////////////////
/// Send a packet of data
////////////////////////////////////////////////////////////
Socket::Status SocketUDP::Send(Packet& packet, const IpAddress& address, unsigned short port)
{
// Get the data to send from the packet
std::size_t dataSize = 0;
const char* data = packet.OnSend(dataSize);
// Send the packet size
Uint32 packetSize = htonl(static_cast<unsigned long>(dataSize));
Send(reinterpret_cast<const char*>(&packetSize), sizeof(packetSize), address, port);
// Send the packet data
if (packetSize > 0)
{
return Send(data, dataSize, address, port);
}
else
{
return Socket::Done;
}
}
////////////////////////////////////////////////////////////
/// Receive a packet.
/// This function will block if the socket is blocking
////////////////////////////////////////////////////////////
Socket::Status SocketUDP::Receive(Packet& packet, IpAddress& address, unsigned short& port)
{
// We start by getting the size of the incoming packet
Uint32 packetSize = 0;
std::size_t received = 0;
if (myPendingPacketSize < 0)
{
// Loop until we've received the entire size of the packet
// (even a 4 bytes variable may be received in more than one call)
while (myPendingHeaderSize < sizeof(myPendingHeader))
{
char* data = reinterpret_cast<char*>(&myPendingHeader) + myPendingHeaderSize;
Socket::Status status = Receive(data, sizeof(myPendingHeader) - myPendingHeaderSize, received, address, port);
myPendingHeaderSize += received;
if (status != Socket::Done)
return status;
}
packetSize = ntohl(myPendingHeader);
myPendingHeaderSize = 0;
}
else
{
// There is a pending packet : we already know its size
packetSize = myPendingPacketSize;
}
// Use another address instance for receiving the packet data ;
// chunks of data coming from a different sender will be discarded (and lost...)
IpAddress sender;
unsigned short senderPort;
// Then loop until we receive all the packet data
char buffer[1024];
while (myPendingPacket.size() < packetSize)
{
// Receive a chunk of data
std::size_t sizeToGet = std::min(static_cast<std::size_t>(packetSize - myPendingPacket.size()), sizeof(buffer));
Socket::Status status = Receive(buffer, sizeToGet, received, sender, senderPort);
if (status != Socket::Done)
{
// We must save the size of the pending packet until we can receive its content
if (status == Socket::NotReady)
myPendingPacketSize = packetSize;
return status;
}
// Append it into the packet
if ((sender == address) && (senderPort == port) && (received > 0))
{
myPendingPacket.resize(myPendingPacket.size() + received);
char* begin = &myPendingPacket[0] + myPendingPacket.size() - received;
memcpy(begin, buffer, received);
}
}
// We have received all the datas : we can copy it to the user packet, and clear our internal packet
packet.Clear();
if (!myPendingPacket.empty())
packet.OnReceive(&myPendingPacket[0], myPendingPacket.size());
myPendingPacket.clear();
myPendingPacketSize = -1;
return Socket::Done;
}
////////////////////////////////////////////////////////////
/// Close the socket
////////////////////////////////////////////////////////////
bool SocketUDP::Close()
{
if (IsValid())
{
if (!SocketHelper::Close(mySocket))
{
Err() << "Failed to close socket" << std::endl;
return false;
}
mySocket = SocketHelper::InvalidSocket();
}
myPort = 0;
myIsBlocking = true;
return true;
}
////////////////////////////////////////////////////////////
/// Check if the socket is in a valid state ; this function
/// can be called any time to check if the socket is OK
////////////////////////////////////////////////////////////
bool SocketUDP::IsValid() const
{
return mySocket != SocketHelper::InvalidSocket();
}
////////////////////////////////////////////////////////////
/// Get the port the socket is currently bound to
////////////////////////////////////////////////////////////
unsigned short SocketUDP::GetPort() const
{
return myPort;
}
////////////////////////////////////////////////////////////
/// Comparison operator ==
////////////////////////////////////////////////////////////
bool SocketUDP::operator ==(const SocketUDP& other) const
{
return mySocket == other.mySocket;
}
////////////////////////////////////////////////////////////
/// Comparison operator !=
////////////////////////////////////////////////////////////
bool SocketUDP::operator !=(const SocketUDP& other) const
{
return mySocket != other.mySocket;
}
////////////////////////////////////////////////////////////
/// Comparison operator <.
/// Provided for compatibility with standard containers, as
/// comparing two sockets doesn't make much sense...
////////////////////////////////////////////////////////////
bool SocketUDP::operator <(const SocketUDP& other) const
{
return mySocket < other.mySocket;
}
////////////////////////////////////////////////////////////
/// Construct the socket from a socket descriptor
/// (for internal use only)
////////////////////////////////////////////////////////////
SocketUDP::SocketUDP(SocketHelper::SocketType descriptor)
{
Create(descriptor);
}
////////////////////////////////////////////////////////////
/// Create the socket
////////////////////////////////////////////////////////////
void SocketUDP::Create(SocketHelper::SocketType descriptor)
{
// Use the given socket descriptor, or get a new one
mySocket = descriptor ? descriptor : socket(PF_INET, SOCK_DGRAM, 0);
myIsBlocking = true;
// Clear the last port used
myPort = 0;
// Reset the pending packet
myPendingHeaderSize = 0;
myPendingPacket.clear();
myPendingPacketSize = -1;
// Setup default options
if (IsValid())
{
// To avoid the "Address already in use" error message when trying to bind to the same port
int yes = 1;
if (setsockopt(mySocket, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to set socket option \"reuse address\" ; "
<< "binding to a same port may fail if too fast" << std::endl;
}
// Enable broadcast by default
if (setsockopt(mySocket, SOL_SOCKET, SO_BROADCAST, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
{
Err() << "Failed to enable broadcast on UDP socket" << std::endl;
}
// Set blocking by default (should always be the case anyway)
SetBlocking(true);
}
}
} // namespace sf

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@ -0,0 +1,97 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/TcpListener.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <SFML/System/Err.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
TcpListener::TcpListener() :
Socket(Tcp)
{
}
////////////////////////////////////////////////////////////
Socket::Status TcpListener::Listen(unsigned short port)
{
// Create the internal socket if it doesn't exist
Create();
// Bind the socket to the specified port
sockaddr_in address = priv::SocketImpl::CreateAddress(INADDR_ANY, port);
if (bind(GetHandle(), reinterpret_cast<sockaddr*>(&address), sizeof(address)) == -1)
{
// Not likely to happen, but...
Err() << "Failed to bind listener socket to port " << port << std::endl;
return Error;
}
// Listen to the bound port
if (listen(GetHandle(), 0) == -1)
{
// Oops, socket is deaf
Err() << "Failed to listen to port " << port << std::endl;
return Error;
}
return Done;
}
////////////////////////////////////////////////////////////
Socket::Status TcpListener::Accept(TcpSocket& socket)
{
// Make sure that we're listening
if (GetHandle() == priv::SocketImpl::InvalidSocket())
{
Err() << "Failed to accept a new connection, the socket is not listening" << std::endl;
return Error;
}
// Accept a new connection
sockaddr_in address;
priv::SocketImpl::AddrLength length = sizeof(address);
SocketHandle remote = accept(GetHandle(), reinterpret_cast<sockaddr*>(&address), &length);
// Check for errors
if (remote == priv::SocketImpl::InvalidSocket())
return priv::SocketImpl::GetErrorStatus();
// Initialize the new connected socket
socket.Close();
socket.Create(remote);
return Done;
}
} // namespace sf

View File

@ -0,0 +1,352 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/Packet.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <SFML/System/Err.hpp>
#include <algorithm>
#ifdef _MSC_VER
#pragma warning(disable : 4127) // "conditional expression is constant" generated by the FD_SET macro
#endif
namespace sf
{
////////////////////////////////////////////////////////////
TcpSocket::TcpSocket() :
Socket(Tcp)
{
}
////////////////////////////////////////////////////////////
unsigned short TcpSocket::GetLocalPort() const
{
if (GetHandle() != priv::SocketImpl::InvalidSocket())
{
// Retrieve informations about the local end of the socket
sockaddr_in address;
priv::SocketImpl::AddrLength size = sizeof(address);
if (getsockname(GetHandle(), reinterpret_cast<sockaddr*>(&address), &size) != -1)
{
return ntohs(address.sin_port);
}
}
// We failed to retrieve the port
return 0;
}
////////////////////////////////////////////////////////////
IpAddress TcpSocket::GetRemoteAddress() const
{
if (GetHandle() != priv::SocketImpl::InvalidSocket())
{
// Retrieve informations about the remote end of the socket
sockaddr_in address;
priv::SocketImpl::AddrLength size = sizeof(address);
if (getpeername(GetHandle(), reinterpret_cast<sockaddr*>(&address), &size) != -1)
{
return IpAddress(ntohl(address.sin_addr.s_addr));
}
}
// We failed to retrieve the address
return IpAddress::None;
}
////////////////////////////////////////////////////////////
unsigned short TcpSocket::GetRemotePort() const
{
if (GetHandle() != priv::SocketImpl::InvalidSocket())
{
// Retrieve informations about the remote end of the socket
sockaddr_in address;
priv::SocketImpl::AddrLength size = sizeof(address);
if (getpeername(GetHandle(), reinterpret_cast<sockaddr*>(&address), &size) != -1)
{
return ntohs(address.sin_port);
}
}
// We failed to retrieve the port
return 0;
}
////////////////////////////////////////////////////////////
Socket::Status TcpSocket::Connect(const IpAddress& remoteAddress, unsigned short remotePort, float timeout)
{
// Create the internal socket if it doesn't exist
Create();
// Create the remote address
sockaddr_in address = priv::SocketImpl::CreateAddress(remoteAddress.ToInteger(), remotePort);
if (timeout <= 0)
{
// ----- We're not using a timeout: just try to connect -----
// Connect the socket
if (connect(GetHandle(), reinterpret_cast<sockaddr*>(&address), sizeof(address)) == -1)
return priv::SocketImpl::GetErrorStatus();
// Connection succeeded
return Done;
}
else
{
// ----- We're using a timeout: we'll need a few tricks to make it work -----
// Save the previous blocking state
bool blocking = IsBlocking();
// Switch to non-blocking to enable our connection timeout
if (blocking)
SetBlocking(false);
// Try to connect to the remote address
if (connect(GetHandle(), reinterpret_cast<sockaddr*>(&address), sizeof(address)) >= 0)
{
// We got instantly connected! (it may no happen a lot...)
return Done;
}
// Get the error status
Status status = priv::SocketImpl::GetErrorStatus();
// If we were in non-blocking mode, return immediatly
if (!blocking)
return status;
// Otherwise, wait until something happens to our socket (success, timeout or error)
if (status == Socket::NotReady)
{
// Setup the selector
fd_set selector;
FD_ZERO(&selector);
FD_SET(GetHandle(), &selector);
// Setup the timeout
timeval time;
time.tv_sec = static_cast<long>(timeout);
time.tv_usec = (static_cast<long>(timeout * 1000) % 1000) * 1000;
// Wait for something to write on our socket (which means that the connection request has returned)
if (select(static_cast<int>(GetHandle() + 1), NULL, &selector, NULL, &time) > 0)
{
// At this point the connection may have been either accepted or refused.
// To know whether it's a success or a failure, we must check the address of the connected peer
if (GetRemoteAddress() != sf::IpAddress::None)
{
// Connection accepted
status = Done;
}
else
{
// Connection refused
status = priv::SocketImpl::GetErrorStatus();
}
}
else
{
// Failed to connect before timeout is over
status = priv::SocketImpl::GetErrorStatus();
}
}
// Switch back to blocking mode
SetBlocking(true);
return status;
}
}
////////////////////////////////////////////////////////////
void TcpSocket::Disconnect()
{
// Simply close the socket
Close();
}
////////////////////////////////////////////////////////////
Socket::Status TcpSocket::Send(const char* data, std::size_t size)
{
// Check the parameters
if (!data || (size == 0))
{
Err() << "Cannot send data over the network (invalid parameters)" << std::endl;
return Error;
}
// Loop until every byte has been sent
int sent = 0;
int sizeToSend = static_cast<int>(size);
for (int length = 0; length < sizeToSend; length += sent)
{
// Send a chunk of data
sent = send(GetHandle(), data + length, sizeToSend - length, 0);
// Check for errors
if (sent <= 0)
return priv::SocketImpl::GetErrorStatus();
}
return Done;
}
////////////////////////////////////////////////////////////
Socket::Status TcpSocket::Receive(char* data, std::size_t size, std::size_t& received)
{
// First clear the variables to fill
received = 0;
// Check the parameters
if (!data || (size == 0))
{
Err() << "Cannot receive data from the network (invalid parameters)" << std::endl;
return Error;
}
// Receive a chunk of bytes
int sizeReceived = recv(GetHandle(), data, static_cast<int>(size), 0);
// Check the number of bytes received
if (sizeReceived > 0)
{
received = static_cast<std::size_t>(sizeReceived);
return Done;
}
else if (sizeReceived == 0)
{
return Socket::Disconnected;
}
else
{
return priv::SocketImpl::GetErrorStatus();
}
}
////////////////////////////////////////////////////////////
Socket::Status TcpSocket::Send(Packet& packet)
{
// Get the data to send from the packet
std::size_t size = 0;
const char* data = packet.OnSend(size);
// First send the packet size
Uint32 packetSize = htonl(static_cast<unsigned long>(size));
Status status = Send(reinterpret_cast<const char*>(&packetSize), sizeof(packetSize));
// Make sure that the size was properly sent
if (status != Done)
return status;
// Send the packet data
if (packetSize > 0)
{
return Send(data, size);
}
else
{
return Done;
}
}
////////////////////////////////////////////////////////////
Socket::Status TcpSocket::Receive(Packet& packet)
{
// First clear the variables to fill
packet.Clear();
// We start by getting the size of the incoming packet
Uint32 packetSize = 0;
std::size_t received = 0;
if (myPendingPacket.SizeReceived < sizeof(myPendingPacket.Size))
{
// Loop until we've received the entire size of the packet
// (even a 4 bytes variable may be received in more than one call)
while (myPendingPacket.SizeReceived < sizeof(myPendingPacket.Size))
{
char* data = reinterpret_cast<char*>(&myPendingPacket.Size) + myPendingPacket.SizeReceived;
Status status = Receive(data, sizeof(myPendingPacket.Size) - myPendingPacket.SizeReceived, received);
myPendingPacket.SizeReceived += received;
if (status != Done)
return status;
}
// The packet size has been fully received
packetSize = ntohl(myPendingPacket.Size);
}
else
{
// The packet size has already been received in a previous call
packetSize = ntohl(myPendingPacket.Size);
}
// Loop until we receive all the packet data
char buffer[1024];
while (myPendingPacket.Data.size() < packetSize)
{
// Receive a chunk of data
std::size_t sizeToGet = std::min(static_cast<std::size_t>(packetSize - myPendingPacket.Data.size()), sizeof(buffer));
Status status = Receive(buffer, sizeToGet, received);
if (status != Done)
return status;
// Append it into the packet
if (received > 0)
{
myPendingPacket.Data.resize(myPendingPacket.Data.size() + received);
char* begin = &myPendingPacket.Data[0] + myPendingPacket.Data.size() - received;
memcpy(begin, buffer, received);
}
}
// We have received all the packet data: we can copy it to the user packet
if (!myPendingPacket.Data.empty())
packet.OnReceive(&myPendingPacket.Data[0], myPendingPacket.Data.size());
// Clear the pending packet data
myPendingPacket = PendingPacket();
return Done;
}
} // namespace sf

View File

@ -0,0 +1,256 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/UdpSocket.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/Packet.hpp>
#include <SFML/Network/SocketImpl.hpp>
#include <SFML/System/Err.hpp>
#include <algorithm>
namespace sf
{
////////////////////////////////////////////////////////////
UdpSocket::UdpSocket() :
Socket(Udp)
{
}
////////////////////////////////////////////////////////////
unsigned short UdpSocket::GetLocalPort() const
{
if (GetHandle() != priv::SocketImpl::InvalidSocket())
{
// Retrieve informations about the local end of the socket
sockaddr_in address;
priv::SocketImpl::AddrLength size = sizeof(address);
if (getsockname(GetHandle(), reinterpret_cast<sockaddr*>(&address), &size) != -1)
{
return ntohs(address.sin_port);
}
}
// We failed to retrieve the port
return 0;
}
////////////////////////////////////////////////////////////
Socket::Status UdpSocket::Bind(unsigned short port)
{
// Create the internal socket if it doesn't exist
Create();
// Bind the socket
sockaddr_in address = priv::SocketImpl::CreateAddress(INADDR_ANY, port);
if (bind(GetHandle(), reinterpret_cast<sockaddr*>(&address), sizeof(address)) == -1)
{
Err() << "Failed to bind socket to port " << port << std::endl;
return Error;
}
return Done;
}
////////////////////////////////////////////////////////////
void UdpSocket::Unbind()
{
// Simply close the socket
Close();
}
////////////////////////////////////////////////////////////
Socket::Status UdpSocket::Send(const char* data, std::size_t size, const IpAddress& remoteAddress, unsigned short remotePort)
{
// Create the internal socket if it doesn't exist
Create();
// Check the parameters
if (!data || (size == 0))
{
Err() << "Cannot send data over the network (invalid parameters)" << std::endl;
return Error;
}
// Build the target address
sockaddr_in address = priv::SocketImpl::CreateAddress(remoteAddress.ToInteger(), remotePort);
// Loop until every byte has been sent
int sent = 0;
int sizeToSend = static_cast<int>(size);
for (int length = 0; length < sizeToSend; length += sent)
{
// Send a chunk of data
sent = sendto(GetHandle(), data + length, sizeToSend - length, 0, reinterpret_cast<sockaddr*>(&address), sizeof(address));
// Check for errors
if (sent <= 0)
return priv::SocketImpl::GetErrorStatus();
}
return Done;
}
////////////////////////////////////////////////////////////
Socket::Status UdpSocket::Receive(char* data, std::size_t size, std::size_t& received, IpAddress& remoteAddress, unsigned short& remotePort)
{
// First clear the variables to fill
received = 0;
remoteAddress = IpAddress();
remotePort = 0;
// Check the parameters
if (!data || (size == 0))
{
Err() << "Cannot receive data from the network (invalid parameters)" << std::endl;
return Error;
}
// Data that will be filled with the other computer's address
sockaddr_in address = priv::SocketImpl::CreateAddress(INADDR_ANY, 0);
// Receive a chunk of bytes
priv::SocketImpl::AddrLength addressSize = sizeof(address);
int sizeReceived = recvfrom(GetHandle(), data, static_cast<int>(size), 0, reinterpret_cast<sockaddr*>(&address), &addressSize);
// Check for errors
if (sizeReceived <= 0)
return priv::SocketImpl::GetErrorStatus();
// Fill the sender informations
received = static_cast<std::size_t>(sizeReceived);
remoteAddress = IpAddress(ntohl(address.sin_addr.s_addr));
remotePort = ntohs(address.sin_port);
return Done;
}
////////////////////////////////////////////////////////////
Socket::Status UdpSocket::Send(Packet& packet, const IpAddress& remoteAddress, unsigned short remotePort)
{
// Get the data to send from the packet
std::size_t size = 0;
const char* data = packet.OnSend(size);
// First send the packet size
Uint32 packetSize = htonl(static_cast<unsigned long>(size));
Status status = Send(reinterpret_cast<const char*>(&packetSize), sizeof(packetSize), remoteAddress, remotePort);
// Make sure that the size was properly sent
if (status != Done)
return status;
// Finally send the packet data
if (packetSize > 0)
{
return Send(data, size, remoteAddress, remotePort);
}
else
{
return Done;
}
}
////////////////////////////////////////////////////////////
Socket::Status UdpSocket::Receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort)
{
// First clear the variables to fill
packet.Clear();
remoteAddress = IpAddress();
remotePort = 0;
// We start by getting the size of the incoming packet
Uint32 packetSize = 0;
std::size_t received = 0;
if (myPendingPacket.SizeReceived < sizeof(myPendingPacket.Size))
{
// Loop until we've received the entire size of the packet
// (even a 4 bytes variable may be received in more than one call)
while (myPendingPacket.SizeReceived < sizeof(myPendingPacket.Size))
{
char* data = reinterpret_cast<char*>(&myPendingPacket.Size) + myPendingPacket.SizeReceived;
std::size_t size = sizeof(myPendingPacket.Size) - myPendingPacket.SizeReceived;
Status status = Receive(data, size, received, remoteAddress, remotePort);
myPendingPacket.SizeReceived += received;
if (status != Done)
return status;
}
// The packet size has been fully received
packetSize = ntohl(myPendingPacket.Size);
}
else
{
// The packet size has already been received in a previous call
packetSize = ntohl(myPendingPacket.Size);
}
// Use another address instance for receiving the packet data,
// chunks of data coming from a different sender will be discarded (and lost...)
IpAddress currentSender;
unsigned short currentPort;
// Loop until we receive all the packet data
char buffer[1024];
while (myPendingPacket.Data.size() < packetSize)
{
// Receive a chunk of data
std::size_t sizeToGet = std::min(static_cast<std::size_t>(packetSize - myPendingPacket.Data.size()), sizeof(buffer));
Status status = Receive(buffer, sizeToGet, received, currentSender, currentPort);
if (status != Done)
return status;
// Append it into the packet
if ((currentSender == remoteAddress) && (currentPort == remotePort) && (received > 0))
{
myPendingPacket.Data.resize(myPendingPacket.Data.size() + received);
char* begin = &myPendingPacket.Data[0] + myPendingPacket.Data.size() - received;
memcpy(begin, buffer, received);
}
}
// We have received all the packet data: we can copy it to the user packet
if (!myPendingPacket.Data.empty())
packet.OnReceive(&myPendingPacket.Data[0], myPendingPacket.Data.size());
// Clear the pending packet data
myPendingPacket = PendingPacket();
return Done;
}
} // namespace sf

View File

@ -25,35 +25,45 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketHelper.hpp>
#include <SFML/Network/Unix/SocketImpl.hpp>
#include <errno.h>
#include <fcntl.h>
#include <string.h>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// Return the value of the invalid socket
sockaddr_in SocketImpl::CreateAddress(unsigned long address, unsigned short port)
{
sockaddr_in addr;
memset(addr.sin_zero, 0, sizeof(addr.sin_zero));
addr.sin_addr.s_addr = htonl(address);
addr.sin_family = AF_INET;
addr.sin_port = htons(port);
return addr;
}
////////////////////////////////////////////////////////////
SocketHelper::SocketType SocketHelper::InvalidSocket()
SocketHandle SocketImpl::InvalidSocket()
{
return -1;
}
////////////////////////////////////////////////////////////
/// Close / destroy a socket
////////////////////////////////////////////////////////////
bool SocketHelper::Close(SocketHelper::SocketType socket)
void SocketImpl::Close(SocketHandle sock)
{
return close(socket) != -1;
close(sock);
}
////////////////////////////////////////////////////////////
/// Set a socket as blocking or non-blocking
////////////////////////////////////////////////////////////
void SocketHelper::SetBlocking(SocketHelper::SocketType sock, bool block)
void SocketImpl::SetBlocking(SocketHandle sock, bool block)
{
int status = fcntl(sock, F_GETFL);
if (block)
@ -64,9 +74,7 @@ void SocketHelper::SetBlocking(SocketHelper::SocketType sock, bool block)
////////////////////////////////////////////////////////////
/// Get the last socket error status
////////////////////////////////////////////////////////////
Socket::Status SocketHelper::GetErrorStatus()
Socket::Status SocketImpl::GetErrorStatus()
{
// The followings are sometimes equal to EWOULDBLOCK,
// so we have to make a special case for them in order
@ -86,4 +94,6 @@ Socket::Status SocketHelper::GetErrorStatus()
}
}
} // namespace priv
} // namespace sf

View File

@ -1,7 +1,7 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007 Laurent Gomila (laurent.gom@gmail.com)
// 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.
@ -22,12 +22,13 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETHELPERUNIX_HPP
#define SFML_SOCKETHELPERUNIX_HPP
#ifndef SFML_SOCKETIMPL_HPP
#define SFML_SOCKETIMPL_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Socket.hpp>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
@ -39,47 +40,57 @@
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// This class defines helper functions to do all the
/// non-portable socket stuff. This class is meant for internal
/// use only
/// \brief Helper class implementing all the non-portable
/// socket stuff; this is the Unix version
///
////////////////////////////////////////////////////////////
class SFML_API SocketHelper
class SocketImpl
{
public :
////////////////////////////////////////////////////////////
// Define some socket types
// Types
////////////////////////////////////////////////////////////
typedef int SocketType;
typedef socklen_t LengthType;
typedef socklen_t AddrLength;
////////////////////////////////////////////////////////////
/// Return the value of the invalid socket
/// \brief Create an internal sockaddr_in address
///
/// \return Unique value of the invalid socket
/// \param address Target address
/// \param port Target port
///
/// \return sockaddr_in ready to be used by socket functions
///
////////////////////////////////////////////////////////////
static SocketType InvalidSocket();
static sockaddr_in CreateAddress(unsigned long address, unsigned short port);
////////////////////////////////////////////////////////////
/// Close / destroy a socket
/// \brief Return the value of the invalid socket
///
/// \param Socket : Socket to close
///
/// \return True on success
/// \return Special value of the invalid socket
///
////////////////////////////////////////////////////////////
static bool Close(SocketType Socket);
static SocketHandle InvalidSocket();
////////////////////////////////////////////////////////////
/// Set a socket as blocking or non-blocking
/// \brief Close and destroy a socket
///
/// \param Socket : Socket to modify
/// \param Block : New blocking state of the socket
/// \param sock Handle of the socket to close
///
////////////////////////////////////////////////////////////
static void SetBlocking(SocketType Socket, bool Block);
static void Close(SocketHandle sock);
////////////////////////////////////////////////////////////
/// \brief Set a socket as blocking or non-blocking
///
/// \param sock Handle of the socket
/// \param block New blocking state of the socket
///
////////////////////////////////////////////////////////////
static void SetBlocking(SocketHandle sock, bool block);
////////////////////////////////////////////////////////////
/// Get the last socket error status
@ -90,7 +101,9 @@ public :
static Socket::Status GetErrorStatus();
};
} // namespace priv
} // namespace sf
#endif // SFML_SOCKETHELPERUNIX_HPP
#endif // SFML_SOCKETIMPL_HPP

View File

@ -25,43 +25,51 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketHelper.hpp>
#include <SFML/Network/Win32/SocketImpl.hpp>
#include <string.h>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// Return the value of the invalid socket
sockaddr_in SocketImpl::CreateAddress(unsigned long address, unsigned short port)
{
sockaddr_in addr;
memset(addr.sin_zero, 0, sizeof(addr.sin_zero));
addr.sin_addr.s_addr = htonl(address);
addr.sin_family = AF_INET;
addr.sin_port = htons(port);
return addr;
}
////////////////////////////////////////////////////////////
SocketHelper::SocketType SocketHelper::InvalidSocket()
SocketHandle SocketImpl::InvalidSocket()
{
return INVALID_SOCKET;
}
////////////////////////////////////////////////////////////
/// Close / destroy a socket
////////////////////////////////////////////////////////////
bool SocketHelper::Close(SocketHelper::SocketType socket)
void SocketImpl::Close(SocketHandle sock)
{
return closesocket(socket) != -1;
closesocket(sock);
}
////////////////////////////////////////////////////////////
/// Set a socket as blocking or non-blocking
////////////////////////////////////////////////////////////
void SocketHelper::SetBlocking(SocketHelper::SocketType socket, bool block)
void SocketImpl::SetBlocking(SocketHandle sock, bool block)
{
unsigned long blocking = block ? 0 : 1;
ioctlsocket(socket, FIONBIO, &blocking);
ioctlsocket(sock, FIONBIO, &blocking);
}
////////////////////////////////////////////////////////////
/// Get the last socket error status
////////////////////////////////////////////////////////////
Socket::Status SocketHelper::GetErrorStatus()
Socket::Status SocketImpl::GetErrorStatus()
{
switch (WSAGetLastError())
{
@ -86,7 +94,7 @@ struct SocketInitializer
SocketInitializer()
{
WSADATA init;
WSAStartup(MAKEWORD(2,2), &init);
WSAStartup(MAKEWORD(2, 2), &init);
}
~SocketInitializer()
@ -97,4 +105,6 @@ struct SocketInitializer
SocketInitializer globalInitializer;
} // namespace priv
} // namespace sf

View File

@ -22,58 +22,69 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETHELPERWIN32_HPP
#define SFML_SOCKETHELPERWIN32_HPP
#ifndef SFML_SOCKETIMPL_HPP
#define SFML_SOCKETIMPL_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Socket.hpp>
#include <winsock2.h>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// This class defines helper functions to do all the
/// non-portable socket stuff. This class is meant for internal
/// use only
/// \brief Helper class implementing all the non-portable
/// socket stuff; this is the Windows version
///
////////////////////////////////////////////////////////////
class SFML_API SocketHelper
class SocketImpl
{
public :
////////////////////////////////////////////////////////////
// Define some socket types
// Types
////////////////////////////////////////////////////////////
typedef SOCKET SocketType;
typedef int LengthType;
typedef int AddrLength;
////////////////////////////////////////////////////////////
/// Return the value of the invalid socket
/// \brief Create an internal sockaddr_in address
///
/// \return Unique value of the invalid socket
/// \param address Target address
/// \param port Target port
///
/// \return sockaddr_in ready to be used by socket functions
///
////////////////////////////////////////////////////////////
static SocketType InvalidSocket();
static sockaddr_in CreateAddress(unsigned long address, unsigned short port);
////////////////////////////////////////////////////////////
/// Close / destroy a socket
/// \brief Return the value of the invalid socket
///
/// \param socket : Socket to close
///
/// \return True on success
/// \return Special value of the invalid socket
///
////////////////////////////////////////////////////////////
static bool Close(SocketType socket);
static SocketHandle InvalidSocket();
////////////////////////////////////////////////////////////
/// Set a socket as blocking or non-blocking
/// \brief Close and destroy a socket
///
/// \param socket : Socket to modify
/// \param block : New blocking state of the socket
/// \param sock Handle of the socket to close
///
////////////////////////////////////////////////////////////
static void SetBlocking(SocketType socket, bool block);
static void Close(SocketHandle sock);
////////////////////////////////////////////////////////////
/// \brief Set a socket as blocking or non-blocking
///
/// \param sock Handle of the socket
/// \param block New blocking state of the socket
///
////////////////////////////////////////////////////////////
static void SetBlocking(SocketHandle sock, bool block);
////////////////////////////////////////////////////////////
/// Get the last socket error status
@ -84,7 +95,9 @@ public :
static Socket::Status GetErrorStatus();
};
} // namespace priv
} // namespace sf
#endif // SFML_SOCKETHELPERWIN32_HPP
#endif // SFML_SOCKETIMPL_HPP