Files
simgear/simgear/io/sg_socket.hxx
T
curt 761b7b9354 Bernie Bright:
Here's a first cut at SGSocket reimplemented using plib.net.  I've
maintained the same TCP server behaviour, that is only one client
connection at a time.  I don't think it is possible within the current
framework to handle simultaneous clients.

I've also added two simple test programs, tcp_client and tcp_server.
2002-05-10 13:53:22 +00:00

168 lines
5.4 KiB
C++

/**
* \file sg_socket.hxx
* Socket I/O routines.
*/
// Written by Curtis Olson, started November 1999.
//
// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef _SG_SOCKET_HXX
#define _SG_SOCKET_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h>
#include STL_STRING
#include <simgear/math/sg_types.hxx>
#include <simgear/io/iochannel.hxx>
#include <plib/netSocket.h>
SG_USING_STD(string);
#define SG_MAX_SOCKET_QUEUE 32
/**
* A socket I/O class based on SGIOChannel.
*/
class SGSocket : public SGIOChannel {
public:
private:
string hostname;
string port_str;
char save_buf[ 2 * SG_IO_MAX_MSG_SIZE ];
int save_len;
netSocket sock;
netSocket* client;
unsigned short port;
bool is_tcp;
bool is_server;
bool first_read;
static bool init;
// make a server (master listening) socket
bool make_server_socket();
// make a client socket
bool make_client_socket();
// Poll for new connections or data to read.
int poll();
public:
/**
* Create an instance of SGSocket.
*
* When calling the constructor you need to provide a host name, a
* port number, and a socket style. The convention used by the
* SGSocket class is that the server side listens and the client
* side sends. For a server socket, the host name should be
* empty. For a server, the port number is optional, if you do not
* specify a port, the system will assign one. For a client
* socket, you need to specify both a destination host and
* destination port. For both client and server sockets you must
* specify the socket type. Type must be either udp or tcp. Here's
* a quick breakdown of the major differences between UDP and TCP
* type sockets.
*
* TCP sockets are the type where you establish a connection and
* then can read and write to the socket from both ends. If one
* end of TCP socket connect quits, the other end will likely
* segfault if it doesn't take special precautions. But, the nice
* thing about TCP connections is that the underlying protocol
* guarantees that your message will get through. This imposes a
* certain performance overhead though on the communication
* because the protocol must resend failed messages. TCP sockets
* are good for sending periodic command/response type messages
* where performance isn't a big issues, but reliability is.
*
* UDP sockets on the other hand are a lower level protocol and
* don't have the same sort of connection as TCP sockets. With UDP
* sockets, the server end just sits and listens for incoming
* packets from anywhere. The client end sends it's message and
* forgets about it. It doesn't care if there isn't even a server
* out there listening and all the packets are getting
* lost. Although systems/networks usually do a pretty good job
* (statistically) of getting your UDP packets to their
* destination, there is no guarantee that any particular packet
* will make it. But, because of this low level implementation and
* lack of error checking, UDP packets are much faster and
* efficient. UDP packets are good for sending positional
* information to synchronize two applications. In this case, you
* want the information to arrive as quickly as possible, and if
* you lose a packet, you'd rather get new updated information
* rather than have the system waste time resending a packet that
* is becoming older and older with every retry.
* @param host name of host if direction is SG_IO_OUT or SG_IO_BI
* @param port port number if we care to choose one.
* @param style specify "udp" or "tcp"
*/
SGSocket( const string& host, const string& port, const string& style );
/** Destructor */
~SGSocket();
// If specified as a server (in direction for now) open the master
// listening socket. If specified as a client (out direction),
// open a connection to a server.
bool open( const SGProtocolDir d );
// read data from socket
int read( char *buf, int length );
// read data from socket
int readline( char *buf, int length );
// write data to a socket
int write( const char *buf, const int length );
// write null terminated string to a socket
int writestring( const char *str );
// close file
bool close();
/**
* Enable non-blocking mode.
* @return success/failure
*/
bool nonblock();
/** @return the remote host name */
inline string get_hostname() const { return hostname; }
/** @return the port number (in string form) */
inline string get_port_str() const { return port_str; }
};
#endif // _SG_SOCKET_HXX