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296 lines
12 KiB
C++
296 lines
12 KiB
C++
//------------------------------------------------------------------------------
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/*
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This file is part of Beast: https://github.com/vinniefalco/Beast
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Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
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Portions of this file are from JUCE.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Please visit http://www.juce.com
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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//==============================================================================
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#ifndef BEAST_SOCKET_H_INCLUDED
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#define BEAST_SOCKET_H_INCLUDED
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//==============================================================================
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/**
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A wrapper for a streaming (TCP) socket.
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This allows low-level use of sockets; for an easier-to-use messaging layer on top of
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sockets, you could also try the InterprocessConnection class.
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@see DatagramSocket, InterprocessConnection, InterprocessConnectionServer
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*/
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class BEAST_API StreamingSocket : LeakChecked <StreamingSocket>, public Uncopyable
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{
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public:
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//==============================================================================
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/** Creates an uninitialised socket.
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To connect it, use the connect() method, after which you can read() or write()
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to it.
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To wait for other sockets to connect to this one, the createListener() method
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enters "listener" mode, and can be used to spawn new sockets for each connection
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that comes along.
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*/
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StreamingSocket();
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/** Destructor. */
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~StreamingSocket();
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//==============================================================================
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/** Binds the socket to the specified local port.
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@returns true on success; false may indicate that another socket is already bound
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on the same port
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*/
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bool bindToPort (int localPortNumber);
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/** Tries to connect the socket to hostname:port.
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If timeOutMillisecs is 0, then this method will block until the operating system
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rejects the connection (which could take a long time).
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@returns true if it succeeds.
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@see isConnected
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*/
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bool connect (const String& remoteHostname,
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int remotePortNumber,
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int timeOutMillisecs = 3000);
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/** True if the socket is currently connected. */
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bool isConnected() const noexcept { return connected; }
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/** Closes the connection. */
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void close();
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/** Returns the name of the currently connected host. */
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const String& getHostName() const noexcept { return hostName; }
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/** Returns the port number that's currently open. */
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int getPort() const noexcept { return portNumber; }
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/** True if the socket is connected to this machine rather than over the network. */
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bool isLocal() const noexcept;
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/** Returns the OS's socket handle that's currently open. */
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int getRawSocketHandle() const noexcept { return handle; }
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//==============================================================================
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/** Waits until the socket is ready for reading or writing.
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If readyForReading is true, it will wait until the socket is ready for
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reading; if false, it will wait until it's ready for writing.
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If the timeout is < 0, it will wait forever, or else will give up after
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the specified time.
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If the socket is ready on return, this returns 1. If it times-out before
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the socket becomes ready, it returns 0. If an error occurs, it returns -1.
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*/
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int waitUntilReady (bool readyForReading,
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int timeoutMsecs) const;
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/** Reads bytes from the socket.
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If blockUntilSpecifiedAmountHasArrived is true, the method will block until
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maxBytesToRead bytes have been read, (or until an error occurs). If this
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flag is false, the method will return as much data as is currently available
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without blocking.
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@returns the number of bytes read, or -1 if there was an error.
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@see waitUntilReady
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*/
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int read (void* destBuffer, int maxBytesToRead,
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bool blockUntilSpecifiedAmountHasArrived);
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/** Writes bytes to the socket from a buffer.
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Note that this method will block unless you have checked the socket is ready
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for writing before calling it (see the waitUntilReady() method).
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@returns the number of bytes written, or -1 if there was an error.
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*/
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int write (const void* sourceBuffer, int numBytesToWrite);
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//==============================================================================
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/** Puts this socket into "listener" mode.
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When in this mode, your thread can call waitForNextConnection() repeatedly,
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which will spawn new sockets for each new connection, so that these can
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be handled in parallel by other threads.
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@param portNumber the port number to listen on
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@param localHostName the interface address to listen on - pass an empty
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string to listen on all addresses
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@returns true if it manages to open the socket successfully.
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@see waitForNextConnection
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*/
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bool createListener (int portNumber, const String& localHostName = String::empty);
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/** When in "listener" mode, this waits for a connection and spawns it as a new
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socket.
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The object that gets returned will be owned by the caller.
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This method can only be called after using createListener().
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@see createListener
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*/
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StreamingSocket* waitForNextConnection() const;
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private:
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//==============================================================================
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String hostName;
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int volatile portNumber, handle;
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bool connected, isListener;
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StreamingSocket (const String& hostname, int portNumber, int handle);
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};
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//==============================================================================
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/**
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A wrapper for a datagram (UDP) socket.
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This allows low-level use of sockets; for an easier-to-use messaging layer on top of
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sockets, you could also try the InterprocessConnection class.
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@see StreamingSocket, InterprocessConnection, InterprocessConnectionServer
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*/
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class BEAST_API DatagramSocket : LeakChecked <DatagramSocket>, public Uncopyable
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{
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public:
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//==============================================================================
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/**
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Creates an (uninitialised) datagram socket.
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The localPortNumber is the port on which to bind this socket. If this value is 0,
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the port number is assigned by the operating system.
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To use the socket for sending, call the connect() method. This will not immediately
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make a connection, but will save the destination you've provided. After this, you can
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call read() or write().
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If enableBroadcasting is true, the socket will be allowed to send broadcast messages
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(may require extra privileges on linux)
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To wait for other sockets to connect to this one, call waitForNextConnection().
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*/
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DatagramSocket (int localPortNumber,
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bool enableBroadcasting = false);
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/** Destructor. */
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~DatagramSocket();
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//==============================================================================
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/** Binds the socket to the specified local port.
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@returns true on success; false may indicate that another socket is already bound
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on the same port
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*/
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bool bindToPort (int localPortNumber);
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/** Tries to connect the socket to hostname:port.
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If timeOutMillisecs is 0, then this method will block until the operating system
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rejects the connection (which could take a long time).
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@returns true if it succeeds.
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@see isConnected
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*/
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bool connect (const String& remoteHostname,
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int remotePortNumber,
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int timeOutMillisecs = 3000);
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/** True if the socket is currently connected. */
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bool isConnected() const noexcept { return connected; }
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/** Closes the connection. */
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void close();
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/** Returns the name of the currently connected host. */
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const String& getHostName() const noexcept { return hostName; }
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/** Returns the port number that's currently open. */
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int getPort() const noexcept { return portNumber; }
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/** True if the socket is connected to this machine rather than over the network. */
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bool isLocal() const noexcept;
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/** Returns the OS's socket handle that's currently open. */
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int getRawSocketHandle() const noexcept { return handle; }
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//==============================================================================
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/** Waits until the socket is ready for reading or writing.
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If readyForReading is true, it will wait until the socket is ready for
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reading; if false, it will wait until it's ready for writing.
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If the timeout is < 0, it will wait forever, or else will give up after
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the specified time.
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If the socket is ready on return, this returns 1. If it times-out before
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the socket becomes ready, it returns 0. If an error occurs, it returns -1.
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*/
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int waitUntilReady (bool readyForReading,
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int timeoutMsecs) const;
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/** Reads bytes from the socket.
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If blockUntilSpecifiedAmountHasArrived is true, the method will block until
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maxBytesToRead bytes have been read, (or until an error occurs). If this
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flag is false, the method will return as much data as is currently available
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without blocking.
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@returns the number of bytes read, or -1 if there was an error.
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@see waitUntilReady
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*/
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int read (void* destBuffer, int maxBytesToRead,
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bool blockUntilSpecifiedAmountHasArrived);
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/** Writes bytes to the socket from a buffer.
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Note that this method will block unless you have checked the socket is ready
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for writing before calling it (see the waitUntilReady() method).
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@returns the number of bytes written, or -1 if there was an error.
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*/
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int write (const void* sourceBuffer, int numBytesToWrite);
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//==============================================================================
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/** This waits for incoming data to be sent, and returns a socket that can be used
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to read it.
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The object that gets returned is owned by the caller, and can't be used for
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sending, but can be used to read the data.
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*/
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DatagramSocket* waitForNextConnection() const;
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private:
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//==============================================================================
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String hostName;
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int volatile portNumber, handle;
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bool connected, allowBroadcast;
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void* serverAddress;
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DatagramSocket (const String& hostname, int portNumber, int handle, int localPortNumber);
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};
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#endif // BEAST_SOCKET_H_INCLUDED
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