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