
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1452 4e206d99-4929-0410-ac5d-dfc041789085
512 lines
16 KiB
C++
512 lines
16 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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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Network/SocketTCP.hpp>
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#include <SFML/Network/IpAddress.hpp>
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#include <SFML/Network/Packet.hpp>
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#include <SFML/Network/SocketHelper.hpp>
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#include <SFML/System/Err.hpp>
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#include <algorithm>
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#include <string.h>
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#ifdef _MSC_VER
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#pragma warning(disable : 4127) // "conditional expression is constant" generated by the FD_SET macro
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#endif
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Default constructor
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////////////////////////////////////////////////////////////
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SocketTCP::SocketTCP()
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{
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Create(SocketHelper::InvalidSocket());
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}
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////////////////////////////////////////////////////////////
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/// Change the blocking state of the socket
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////////////////////////////////////////////////////////////
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void SocketTCP::SetBlocking(bool blocking)
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{
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// Make sure our socket is valid
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if (!IsValid())
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Create();
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SocketHelper::SetBlocking(mySocket, blocking);
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myIsBlocking = blocking;
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}
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////////////////////////////////////////////////////////////
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/// Connect to another computer on a specified port
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Connect(unsigned short port, const IpAddress& host, float timeout)
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{
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// Make sure our socket is valid
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if (!IsValid())
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Create();
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// Build the host address
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sockaddr_in sockAddr;
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memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
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sockAddr.sin_addr.s_addr = inet_addr(host.ToString().c_str());
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sockAddr.sin_family = AF_INET;
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sockAddr.sin_port = htons(port);
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if (timeout <= 0)
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{
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// ----- We're not using a timeout : just try to connect -----
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if (connect(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) == -1)
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{
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// Failed to connect
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return SocketHelper::GetErrorStatus();
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}
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// Connection succeeded
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return Socket::Done;
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}
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else
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{
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// ----- We're using a timeout : we'll need a few tricks to make it work -----
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// Save the previous blocking state
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bool blocking = myIsBlocking;
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// Switch to non-blocking to enable our connection timeout
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if (blocking)
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SetBlocking(false);
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// Try to connect to host
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if (connect(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) >= 0)
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{
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// We got instantly connected! (it may no happen a lot...)
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return Socket::Done;
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}
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// Get the error status
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Socket::Status status = SocketHelper::GetErrorStatus();
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// If we were in non-blocking mode, return immediatly
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if (!blocking)
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return status;
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// Otherwise, wait until something happens to our socket (success, timeout or error)
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if (status == Socket::NotReady)
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{
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// Setup the selector
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fd_set selector;
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FD_ZERO(&selector);
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FD_SET(mySocket, &selector);
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// Setup the timeout
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timeval time;
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time.tv_sec = static_cast<long>(timeout);
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time.tv_usec = (static_cast<long>(timeout * 1000) % 1000) * 1000;
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// Wait for something to write on our socket (which means that the connection request has returned)
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if (select(static_cast<int>(mySocket + 1), NULL, &selector, NULL, &time) > 0)
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{
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// At this point the connection may have been either accepted or refused.
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// To know whether it's a success or a failure, we try to retrieve the name of the connected peer
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SocketHelper::LengthType size = sizeof(sockAddr);
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if (getpeername(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), &size) != -1)
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{
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// Connection accepted
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status = Socket::Done;
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}
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else
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{
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// Connection failed
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status = SocketHelper::GetErrorStatus();
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}
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}
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else
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{
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// Failed to connect before timeout is over
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status = SocketHelper::GetErrorStatus();
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}
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}
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// Switch back to blocking mode
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SetBlocking(true);
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return status;
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}
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}
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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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bool SocketTCP::Listen(unsigned short port)
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{
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// Make sure our socket is valid
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if (!IsValid())
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Create();
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// Build the address
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sockaddr_in sockAddr;
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memset(sockAddr.sin_zero, 0, sizeof(sockAddr.sin_zero));
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sockAddr.sin_addr.s_addr = htonl(INADDR_ANY);
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sockAddr.sin_family = AF_INET;
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sockAddr.sin_port = htons(port);
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// Bind the socket to the specified port
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if (bind(mySocket, reinterpret_cast<sockaddr*>(&sockAddr), sizeof(sockAddr)) == -1)
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{
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// Not likely to happen, but...
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Err() << "Failed to bind socket to port " << port << std::endl;
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return false;
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}
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// Listen to the bound port
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if (listen(mySocket, 0) == -1)
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{
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// Oops, socket is deaf
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Err() << "Failed to listen to port " << port << std::endl;
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return false;
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}
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return true;
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}
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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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Socket::Status SocketTCP::Accept(SocketTCP& connected, IpAddress* address)
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{
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// Address that will be filled with client informations
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sockaddr_in clientAddress;
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SocketHelper::LengthType length = sizeof(clientAddress);
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// Accept a new connection
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connected = accept(mySocket, reinterpret_cast<sockaddr*>(&clientAddress), &length);
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// Check errors
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if (!connected.IsValid())
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{
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if (address)
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*address = IpAddress();
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return SocketHelper::GetErrorStatus();
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}
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// Fill address if requested
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if (address)
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*address = IpAddress(inet_ntoa(clientAddress.sin_addr));
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return Socket::Done;
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}
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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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Socket::Status SocketTCP::Send(const char* data, std::size_t sizeInBytes)
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{
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// First check that socket is valid
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if (!IsValid())
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return Socket::Error;
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// Check parameters
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if (data && sizeInBytes)
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{
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// Loop until every byte has been sent
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int sent = 0;
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int sizeToSend = static_cast<int>(sizeInBytes);
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for (int length = 0; length < sizeToSend; length += sent)
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{
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// Send a chunk of data
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sent = send(mySocket, data + length, sizeToSend - length, 0);
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// Check if an error occured
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if (sent <= 0)
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return SocketHelper::GetErrorStatus();
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}
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return Socket::Done;
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}
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else
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{
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// Error...
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Err() << "Cannot send data over the network (invalid parameters)" << std::endl;
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return Socket::Error;
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}
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}
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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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Socket::Status SocketTCP::Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived)
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{
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// First clear the size received
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sizeReceived = 0;
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// Check that socket is valid
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if (!IsValid())
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return Socket::Error;
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// Check parameters
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if (data && maxSize)
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{
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// Receive a chunk of bytes
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int received = recv(mySocket, data, static_cast<int>(maxSize), 0);
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// Check the number of bytes received
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if (received > 0)
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{
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sizeReceived = static_cast<std::size_t>(received);
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return Socket::Done;
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}
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else if (received == 0)
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{
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return Socket::Disconnected;
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}
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else
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{
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return SocketHelper::GetErrorStatus();
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}
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}
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else
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{
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// Error...
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Err() << "Cannot receive data from the network (invalid parameters)" << std::endl;
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return Socket::Error;
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}
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}
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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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Socket::Status SocketTCP::Send(Packet& packet)
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{
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// Get the data to send from the packet
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std::size_t dataSize = 0;
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const char* data = packet.OnSend(dataSize);
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// Send the packet size
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Uint32 packetSize = htonl(static_cast<unsigned long>(dataSize));
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Send(reinterpret_cast<const char*>(&packetSize), sizeof(packetSize));
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// Send the packet data
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if (packetSize > 0)
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{
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return Send(data, dataSize);
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}
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else
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{
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return Socket::Done;
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}
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}
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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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Socket::Status SocketTCP::Receive(Packet& packet)
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{
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// We start by getting the size of the incoming packet
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Uint32 packetSize = 0;
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std::size_t received = 0;
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if (myPendingPacketSize < 0)
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{
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// Loop until we've received the entire size of the packet
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// (even a 4 bytes variable may be received in more than one call)
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while (myPendingHeaderSize < sizeof(myPendingHeader))
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{
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char* data = reinterpret_cast<char*>(&myPendingHeader) + myPendingHeaderSize;
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Socket::Status status = Receive(data, sizeof(myPendingHeader) - myPendingHeaderSize, received);
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myPendingHeaderSize += received;
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if (status != Socket::Done)
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return status;
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}
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packetSize = ntohl(myPendingHeader);
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myPendingHeaderSize = 0;
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}
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else
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{
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// There is a pending packet : we already know its size
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packetSize = myPendingPacketSize;
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}
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// Then loop until we receive all the packet data
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char buffer[1024];
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while (myPendingPacket.size() < packetSize)
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{
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// Receive a chunk of data
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std::size_t sizeToGet = std::min(static_cast<std::size_t>(packetSize - myPendingPacket.size()), sizeof(buffer));
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Socket::Status status = Receive(buffer, sizeToGet, received);
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if (status != Socket::Done)
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{
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// We must save the size of the pending packet until we can receive its content
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if (status == Socket::NotReady)
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myPendingPacketSize = packetSize;
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return status;
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}
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// Append it into the packet
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if (received > 0)
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{
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myPendingPacket.resize(myPendingPacket.size() + received);
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char* begin = &myPendingPacket[0] + myPendingPacket.size() - received;
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memcpy(begin, buffer, received);
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}
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}
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// We have received all the datas : we can copy it to the user packet, and clear our internal packet
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packet.Clear();
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if (!myPendingPacket.empty())
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packet.OnReceive(&myPendingPacket[0], myPendingPacket.size());
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myPendingPacket.clear();
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myPendingPacketSize = -1;
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return Socket::Done;
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}
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////////////////////////////////////////////////////////////
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/// Close the socket
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////////////////////////////////////////////////////////////
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bool SocketTCP::Close()
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{
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if (IsValid())
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{
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if (!SocketHelper::Close(mySocket))
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{
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Err() << "Failed to close socket" << std::endl;
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return false;
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}
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mySocket = SocketHelper::InvalidSocket();
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}
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myIsBlocking = true;
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return true;
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}
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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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bool SocketTCP::IsValid() const
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{
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return mySocket != SocketHelper::InvalidSocket();
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}
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////////////////////////////////////////////////////////////
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/// Comparison operator ==
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////////////////////////////////////////////////////////////
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bool SocketTCP::operator ==(const SocketTCP& other) const
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{
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return mySocket == other.mySocket;
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}
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////////////////////////////////////////////////////////////
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/// Comparison operator !=
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////////////////////////////////////////////////////////////
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bool SocketTCP::operator !=(const SocketTCP& other) const
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{
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return mySocket != other.mySocket;
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}
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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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bool SocketTCP::operator <(const SocketTCP& other) const
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{
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return mySocket < other.mySocket;
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}
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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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SocketTCP::SocketTCP(SocketHelper::SocketType descriptor)
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{
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Create(descriptor);
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}
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////////////////////////////////////////////////////////////
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/// Create the socket
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////////////////////////////////////////////////////////////
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void SocketTCP::Create(SocketHelper::SocketType descriptor)
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{
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// Use the given socket descriptor, or get a new one
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mySocket = descriptor ? descriptor : socket(PF_INET, SOCK_STREAM, 0);
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myIsBlocking = true;
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// Reset the pending packet
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myPendingHeaderSize = 0;
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myPendingPacket.clear();
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myPendingPacketSize = -1;
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// Setup default options
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if (IsValid())
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{
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// To avoid the "Address already in use" error message when trying to bind to the same port
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int yes = 1;
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if (setsockopt(mySocket, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
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{
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Err() << "Failed to set socket option \"SO_REUSEADDR\" ; "
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<< "binding to a same port may fail if too fast" << std::endl;
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}
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// Disable the Nagle algorithm (ie. removes buffering of TCP packets)
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if (setsockopt(mySocket, IPPROTO_TCP, TCP_NODELAY, reinterpret_cast<char*>(&yes), sizeof(yes)) == -1)
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{
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Err() << "Failed to set socket option \"TCP_NODELAY\" ; "
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<< "all your TCP packets will be buffered" << std::endl;
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}
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// Set blocking by default (should always be the case anyway)
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SetBlocking(true);
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}
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}
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} // namespace sf
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