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enable newline normalization get revision number via `hg svn info` for svnrev.h ignore incremental/generated binary files (windows/VS at least) leave a comment if some files need native eol set in svnprops git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
229 lines
8.6 KiB
C++
229 lines
8.6 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_SOCKETUDP_HPP
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#define SFML_SOCKETUDP_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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/// SocketUDP wraps a socket using UDP protocol to
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/// send data fastly (but with less safety)
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////////////////////////////////////////////////////////////
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class SFML_API SocketUDP
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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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SocketUDP();
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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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/// Bind the socket to a specific port
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///
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/// \param Port : Port to bind the socket 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 Bind(unsigned short Port);
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////////////////////////////////////////////////////////////
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/// Unbind the socket from its previous port, if any
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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 Unbind();
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////////////////////////////////////////////////////////////
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/// Send an array of bytes
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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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/// \param Address : Address of the computer to send the packet to
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/// \param Port : Port to send the data to
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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, const IPAddress& Address, unsigned short Port);
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////////////////////////////////////////////////////////////
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/// Receive an array of bytes.
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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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/// \param Address : Address of the computer which sent the data
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/// \param Port : Port on which the remote computer sent the 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(char* Data, std::size_t MaxSize, std::size_t& SizeReceived, IPAddress& Address, unsigned short& Port);
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////////////////////////////////////////////////////////////
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/// Send a packet of data
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///
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/// \param PacketToSend : Packet to send
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/// \param Address : Address of the computer to send the packet to
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/// \param Port : Port to send the data to
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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, const IPAddress& Address, unsigned short Port);
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////////////////////////////////////////////////////////////
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/// Receive a packet.
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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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/// \param Address : Address of the computer which sent the packet
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/// \param Port : Port on which the remote computer sent the 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, IPAddress& Address, unsigned short& Port);
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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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/// Get the port the socket is currently bound to
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///
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/// \return Current port (0 means the socket is not bound)
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///
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////////////////////////////////////////////////////////////
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unsigned short GetPort() 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 SocketUDP& 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 SocketUDP& 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 SocketUDP& Other) const;
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private :
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friend class Selector<SocketUDP>;
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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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SocketUDP(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 identifier
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unsigned short myPort; ///< Port to which the socket is bound
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Uint32 myPendingHeader; ///< Data of the current pending packet header, if any
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Uint32 myPendingHeaderSize; ///< Size of the current pending packet header, if any
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std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any
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Int32 myPendingPacketSize; ///< Size of the current pending packet, if any
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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_SOCKETUDP_HPP
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