SFML/src/SFML/Network/SocketTCP.cpp

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2008 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 <algorithm>
#include <iostream>
#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& HostAddress, 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(HostAddress.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 IsBlocking = myIsBlocking;
// Switch to non-blocking to enable our connection timeout
if (IsBlocking)
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 (!IsBlocking)
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 (would mean the connection has been accepted)
if (select(static_cast<int>(mySocket + 1), NULL, &Selector, NULL, &Time) > 0)
{
// Connection succeeded
Status = Socket::Done;
}
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...
std::cerr << "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
std::cerr << "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 Size)
{
// First check that socket is valid
if (!IsValid())
return Socket::Error;
// Check parameters
if (Data && Size)
{
// 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(mySocket, Data + Length, SizeToSend - Length, 0);
// Check if an error occured
if (Sent <= 0)
return SocketHelper::GetErrorStatus();
}
return Socket::Done;
}
else
{
// Error...
std::cerr << "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...
std::cerr << "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& PacketToSend)
{
// Get the data to send from the packet
std::size_t DataSize = 0;
const char* Data = PacketToSend.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& PacketToReceive)
{
// We start by getting the size of the incoming packet
Uint32 PacketSize = 0;
std::size_t Received = 0;
if (myPendingPacketSize < 0)
{
Socket::Status Status = Receive(reinterpret_cast<char*>(&PacketSize), sizeof(PacketSize), Received);
if (Status != Socket::Done)
return Status;
PacketSize = ntohl(PacketSize);
}
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
PacketToReceive.Clear();
if (!myPendingPacket.empty())
PacketToReceive.OnReceive(&myPendingPacket[0], myPendingPacket.size());
myPendingPacket.clear();
myPendingPacketSize = -1;
return Socket::Done;
}
////////////////////////////////////////////////////////////
/// Close the socket
////////////////////////////////////////////////////////////
bool SocketTCP::Close()
{
if (IsValid())
{
if (!SocketHelper::Close(mySocket))
{
std::cerr << "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
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)
{
std::cerr << "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)
{
std::cerr << "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