0444781a4b
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1535 4e206d99-4929-0410-ac5d-dfc041789085
271 lines
9.6 KiB
C++
271 lines
9.6 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_TCPSOCKET_HPP
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#define SFML_TCPSOCKET_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Network/Socket.hpp>
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namespace sf
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{
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class TcpListener;
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class IpAddress;
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class Packet;
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////////////////////////////////////////////////////////////
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/// \brief Specialized socket using the TCP protocol
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///
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////////////////////////////////////////////////////////////
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class SFML_API TcpSocket : public Socket
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{
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public :
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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TcpSocket();
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////////////////////////////////////////////////////////////
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/// \brief Get the port to which the socket is bound locally
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///
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/// If the socket is not connected, this function returns 0.
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///
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/// \return Port to which the socket is bound
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///
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/// \see Connect, GetRemotePort
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///
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////////////////////////////////////////////////////////////
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unsigned short GetLocalPort() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the address of the connected peer
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///
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/// It the socket is not connected, this function returns
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/// sf::IpAddress::None.
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///
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/// \return Address of the remote peer
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///
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/// \see GetRemotePort
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///
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////////////////////////////////////////////////////////////
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IpAddress GetRemoteAddress() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the port of the connected peer to which
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/// the socket is connected
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///
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/// If the socket is not connected, this function returns 0.
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///
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/// \return Remote port to which the socket is connected
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///
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/// \see GetRemoteAddress
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///
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////////////////////////////////////////////////////////////
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unsigned short GetRemotePort() const;
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////////////////////////////////////////////////////////////
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/// \brief Connect the socket to a remote peer
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///
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/// In blocking mode, this function may take a while, especially
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/// if the remote peer is not reachable. The last parameter allows
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/// you to stop trying to connect after a given timeout.
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/// If the socket was previously connected, it is first disconnected.
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///
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/// \param remoteAddress Address of the remote peer
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/// \param remotePort Port of the remote peer
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/// \param timeout Optional maximum time to wait, in seconds
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///
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/// \return Status code
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///
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/// \see Disconnect
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///
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////////////////////////////////////////////////////////////
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Status Connect(const IpAddress& remoteAddress, unsigned short remotePort, float timeout = 0.f);
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////////////////////////////////////////////////////////////
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/// \brief Disconnect the connect from its remote peer
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///
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/// This function gracefully closes the connection. If the
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/// socket is not connected, this function has no effect.
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///
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/// \see Connect
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///
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////////////////////////////////////////////////////////////
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void Disconnect();
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////////////////////////////////////////////////////////////
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/// \brief Send raw data to the remote peer
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///
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/// This function will fail if the socket is not connected.
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///
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/// \param data Pointer to the sequence of bytes to send
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/// \param size Number of bytes to send
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///
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/// \return Status code
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///
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/// \see Receive
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///
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////////////////////////////////////////////////////////////
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Status Send(const char* data, std::size_t size);
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////////////////////////////////////////////////////////////
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/// \brief Receive raw data from the remote peer
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///
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/// In blocking mode, this function will wait until some
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/// bytes are actually received.
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/// This function will fail if the socket is not connected.
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///
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/// \param data Pointer to the array to fill with the received bytes
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/// \param size Maximum number of bytes that can be received
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/// \param received This variable is filled with the actual number of bytes received
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///
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/// \return Status code
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///
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/// \see Send
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///
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////////////////////////////////////////////////////////////
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Status Receive(char* data, std::size_t size, std::size_t& received);
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////////////////////////////////////////////////////////////
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/// \brief Send a formatted packet of data to the remote peer
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///
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/// This function will fail if the socket is not connected.
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///
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/// \param packet Packet to send
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///
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/// \return Status code
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///
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/// \see Receive
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///
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////////////////////////////////////////////////////////////
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Status Send(Packet& packet);
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////////////////////////////////////////////////////////////
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/// \brief Receive a formatted packet of data from the remote peer
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///
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/// In blocking mode, this function will wait until the whole packet
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/// has been received.
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/// This function will fail if the socket is not connected.
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///
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/// \param packet Packet to fill with the received data
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///
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/// \return Status code
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///
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/// \see Send
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///
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////////////////////////////////////////////////////////////
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Status Receive(Packet& packet);
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friend class TcpListener;
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};
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} // namespace sf
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#endif // SFML_TCPSOCKET_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::TcpSocket
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/// \ingroup network
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///
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/// TCP is a connected protocol, which means that a TCP
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/// socket can only communicate with the host it is connected
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/// to. It can't send or receive anything if it is not connected.
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///
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/// The TCP protocol is reliable but adds a slight overhead.
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/// It ensures that your data will always be received in order
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/// and without errors (no data corrupted, lost or duplicated).
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///
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/// When a socket is connected to a remote host, you can
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/// retrieve informations about this host with the
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/// GetRemoteAddress and GetRemotePort functions. You can
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/// also get the local port to which the socket is bound
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/// (which is automatically chosen when the socket is connected),
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/// with the GetLocalPort function.
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///
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/// Sending and receiving data can use either the low-level
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/// or the high-level functions. The low-level functions
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/// process a raw sequence of bytes, and cannot ensure that
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/// one call to Send will exactly match one call to Receive
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/// at the other end of the socket.
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///
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/// The high-level interface uses packets (see sf::Packet),
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/// which are easier to use and provide more safety regarding
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/// the data that is exchanged. You can look at the sf::Packet
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/// class to get more details about how they work.
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///
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/// The socket is automatically disconnected when it is destroyed,
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/// but if you want to explicitely close the connection while
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/// the socket instance is still alive, you can call Disconnect.
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///
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/// Usage example:
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/// \code
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/// // ----- The client -----
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///
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/// // Create a socket and connect it to 192.168.1.50 on port 55001
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/// sf::TcpSocket socket;
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/// socket.Connect("192.168.1.50", 55001);
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///
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/// // Send a message to the connected host
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/// std::string message = "Hi, I am a client";
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/// socket.Send(message.c_str(), message.size() + 1);
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///
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/// // Receive an answer from the server
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/// char buffer[1024];
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/// std::size_t received = 0;
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/// socket.Receive(buffer, sizeof(buffer), received);
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/// std::cout << "The server said: " << buffer << std::endl;
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///
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/// // ----- The server -----
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///
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/// // Create a listener to wait for incoming connections on port 55001
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/// sf::TcpListener listener;
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/// listener.Listen(55001);
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///
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/// // Wait for a connection
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/// sf::TcpSocket socket;
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/// listener.Accept(socket);
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/// std::cout << "New client connected: " << socket.GetRemoteAddress() << std::endl;
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///
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/// // Receive a message from the client
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/// char buffer[1024];
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/// std::size_t received = 0;
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/// socket.Receive(buffer, sizeof(buffer), received);
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/// std::cout << "The client said: " << buffer << std::endl;
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///
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/// // Send an answer
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/// std::string message = "Welcome, client";
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/// socket.Send(message.c_str(), message.size() + 1);
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/// \endcode
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///
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/// \see sf::Socket, sf::UdpSocket, sf::Packet
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///
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////////////////////////////////////////////////////////////
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