SFML/include/SFML/Network/SocketTCP.hpp
LaurentGom 1f3d7b6d0c Updated documentation
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1239 4e206d99-4929-0410-ac5d-dfc041789085
2009-10-15 08:37:32 +00:00

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8.6 KiB
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOCKETTCP_HPP
#define SFML_SOCKETTCP_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/SocketHelper.hpp>
#include <vector>
namespace sf
{
class Packet;
class IPAddress;
template <typename> class Selector;
////////////////////////////////////////////////////////////
/// SocketTCP wraps a socket using TCP protocol to
/// send data safely (but a bit slower)
////////////////////////////////////////////////////////////
class SFML_API SocketTCP
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
SocketTCP();
////////////////////////////////////////////////////////////
/// Change the blocking state of the socket.
/// The default behaviour of a socket is blocking
///
/// \param blocking : Pass true to set the socket as blocking, or false for non-blocking
///
////////////////////////////////////////////////////////////
void SetBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// Connect to another computer on a specified port
///
/// \param port : Port to use for transfers (warning : ports < 1024 are reserved)
/// \param 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 size : Number of bytes to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(const char* data, std::size_t size);
////////////////////////////////////////////////////////////
/// Receive an array of bytes from the host (must be connected first).
/// This function will block if the socket is blocking
///
/// \param data : Pointer to a byte array to fill (make sure it is big enough)
/// \param maxSize : Maximum number of bytes to read
/// \param sizeReceived : Number of bytes received
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived);
////////////////////////////////////////////////////////////
/// Send a packet of data to the host (must be connected first)
///
/// \param 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
std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any (in non-blocking mode)
Int32 myPendingPacketSize; ///< Size of the current pending packet, if any (in non-blocking mode)
bool myIsBlocking; ///< Is the socket blocking or non-blocking ?
};
} // namespace sf
#endif // SFML_SOCKETTCP_HPP