Added the trunk/branches/tags directories at repository root, and moved previous root into trunk/
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
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include/SFML/Network/SocketTCP.hpp
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include/SFML/Network/SocketTCP.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 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_SOCKETTCP_HPP
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#define SFML_SOCKETTCP_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Network/SocketHelper.hpp>
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#include <vector>
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namespace sf
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{
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class Packet;
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class IPAddress;
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template <typename> class Selector;
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////////////////////////////////////////////////////////////
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/// SocketTCP wraps a socket using TCP protocol to
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/// send data safely (but a bit slower)
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////////////////////////////////////////////////////////////
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class SFML_API SocketTCP
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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SocketTCP();
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////////////////////////////////////////////////////////////
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/// Change the blocking state of the socket.
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/// The default behaviour of a socket is blocking
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///
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/// \param Blocking : Pass true to set the socket as blocking, or false for non-blocking
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///
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////////////////////////////////////////////////////////////
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void SetBlocking(bool Blocking);
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////////////////////////////////////////////////////////////
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/// Connect to another computer on a specified port
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///
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/// \param Port : Port to use for transfers (warning : ports < 1024 are reserved)
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/// \param HostAddress : IP Address of the host to connect to
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/// \param Timeout : Maximum time to wait, in seconds (0 by default : no timeout) (this parameter is ignored for non-blocking sockets)
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///
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/// \return True if operation has been successful
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///
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////////////////////////////////////////////////////////////
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Socket::Status Connect(unsigned short Port, const IPAddress& HostAddress, float Timeout = 0.f);
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////////////////////////////////////////////////////////////
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/// Listen to a specified port for incoming data or connections
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///
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/// \param Port : Port to listen to
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///
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/// \return True if operation has been successful
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///
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////////////////////////////////////////////////////////////
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bool Listen(unsigned short Port);
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////////////////////////////////////////////////////////////
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/// Wait for a connection (must be listening to a port).
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/// This function will block if the socket is blocking
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///
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/// \param Connected : Socket containing the connection with the connected client
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/// \param Address : Pointer to an address to fill with client infos (NULL by default)
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///
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/// \return Status code
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///
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////////////////////////////////////////////////////////////
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Socket::Status Accept(SocketTCP& Connected, IPAddress* Address = NULL);
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////////////////////////////////////////////////////////////
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/// Send an array of bytes to the host (must be connected first)
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///
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/// \param Data : Pointer to the 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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////////////////////////////////////////////////////////////
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Socket::Status Send(const char* Data, std::size_t Size);
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////////////////////////////////////////////////////////////
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/// Receive an array of bytes from the host (must be connected first).
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/// This function will block if the socket is blocking
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///
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/// \param Data : Pointer to a byte array to fill (make sure it is big enough)
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/// \param MaxSize : Maximum number of bytes to read
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/// \param SizeReceived : Number of bytes received
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///
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/// \return Status code
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///
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////////////////////////////////////////////////////////////
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Socket::Status Receive(char* Data, std::size_t MaxSize, std::size_t& SizeReceived);
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////////////////////////////////////////////////////////////
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/// Send a packet of data to the host (must be connected first)
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///
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/// \param PacketToSend : Packet to send
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///
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/// \return Status code
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///
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////////////////////////////////////////////////////////////
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Socket::Status Send(Packet& PacketToSend);
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////////////////////////////////////////////////////////////
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/// Receive a packet from the host (must be connected first).
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/// This function will block if the socket is blocking
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///
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/// \param PacketToReceive : Packet to fill with received data
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///
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/// \return Status code
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///
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////////////////////////////////////////////////////////////
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Socket::Status Receive(Packet& PacketToReceive);
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////////////////////////////////////////////////////////////
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/// Close the socket
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///
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/// \return True if operation has been successful
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///
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////////////////////////////////////////////////////////////
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bool Close();
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////////////////////////////////////////////////////////////
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/// Check if the socket is in a valid state ; this function
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/// can be called any time to check if the socket is OK
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///
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/// \return True if the socket is valid
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///
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////////////////////////////////////////////////////////////
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bool IsValid() const;
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////////////////////////////////////////////////////////////
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/// Comparison operator ==
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///
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/// \param Other : Socket to compare
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///
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/// \return True if *this == Other
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///
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////////////////////////////////////////////////////////////
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bool operator ==(const SocketTCP& Other) const;
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////////////////////////////////////////////////////////////
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/// Comparison operator !=
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///
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/// \param Other : Socket to compare
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///
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/// \return True if *this != Other
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///
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////////////////////////////////////////////////////////////
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bool operator !=(const SocketTCP& Other) const;
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////////////////////////////////////////////////////////////
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/// Comparison operator <.
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/// Provided for compatibility with standard containers, as
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/// comparing two sockets doesn't make much sense...
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///
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/// \param Other : Socket to compare
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///
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/// \return True if *this < Other
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///
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////////////////////////////////////////////////////////////
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bool operator <(const SocketTCP& Other) const;
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private :
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friend class Selector<SocketTCP>;
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////////////////////////////////////////////////////////////
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/// Construct the socket from a socket descriptor
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/// (for internal use only)
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///
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/// \param Descriptor : Socket descriptor
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///
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////////////////////////////////////////////////////////////
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SocketTCP(SocketHelper::SocketType Descriptor);
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////////////////////////////////////////////////////////////
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/// Create the socket
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///
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/// \param Descriptor : System socket descriptor to use (0 by default -- create a new socket)
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///
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////////////////////////////////////////////////////////////
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void Create(SocketHelper::SocketType Descriptor = 0);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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SocketHelper::SocketType mySocket; ///< Socket descriptor
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std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any (in non-blocking mode)
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Int32 myPendingPacketSize; ///< Size of the current pending packet, if any (in non-blocking mode)
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bool myIsBlocking; ///< Is the socket blocking or non-blocking ?
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};
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} // namespace sf
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#endif // SFML_SOCKETTCP_HPP
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