/* * Copyright (C)2005-2018 Haxe Foundation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ package sys.net; import lua.lib.luasocket.Socket as LuaSocket; import lua.lib.luasocket.socket.*; import lua.*; import haxe.io.Bytes; /** A TCP socket class : allow you to both connect to a given server and exchange messages or start your own server and wait for connections. **/ class Socket { /** The stream on which you can read available data. By default the stream is blocking until the requested data is available, use `setBlocking(false)` or `setTimeout` to prevent infinite waiting. **/ public var input(default,null) : haxe.io.Input; /** The stream on which you can send data. Please note that in case the output buffer you will block while writing the data, use `setBlocking(false)` or `setTimeout` to prevent that. **/ public var output(default,null) : haxe.io.Output; /** A custom value that can be associated with the socket. Can be used to retrieve your custom infos after a `select`. ***/ var custom : Dynamic; /** A Lua specific datatype for a tcp server instance **/ var _socket : LuaSocket; var blocking = false; /** Creates a new unconnected socket. **/ public function new() : Void { } /** Closes the socket : make sure to properly close all your sockets or you will crash when you run out of file descriptors. **/ public function close() : Void { _socket.close(); } /** Read the whole data available on the socket. **/ public function read() : String { return input.readAll().toString(); } /** Write the whole data to the socket output. **/ public function write( content : String ) : Void { output.writeString(content); } /** Connect to the given server host/port. Throw an exception in case we couldn't successfully connect. **/ public function connect( host : Host, port : Int ) : Void { var res = LuaSocket.connect(host.host, port); if (res.message != null) throw 'Socket Error : ${res.message}'; input = new SocketInput(res.result); output = new SocketOutput(res.result); _socket = res.result; } /** Allow the socket to listen for incoming questions. The parameter tells how many pending connections we can have until they get refused. Use `accept()` to accept incoming connections. **/ public function listen( connections : Int ) : Void { var res = LuaSocket.tcp(); if (res.message != null) throw 'Socket Listen Error : ${res.message}'; res.result.listen(connections); _socket = res.result; } /** Shutdown the socket, either for reading or writing. **/ public function shutdown( read : Bool, write : Bool ) : Void { var client : TcpClient = cast _socket; switch [read, write] { case [true ,true] : client.shutdown(Both); case [true ,false] : client.shutdown(Receive); case [false ,true] : client.shutdown(Send); default : null; } } /** Bind the socket to the given host/port so it can afterwards listen for connections there. **/ public function bind( host : Host, port : Int ) : Void { var res = LuaSocket.bind(host.host, port); if (res.message != null) throw 'Socket Bind Error : ${res.message}'; _socket = res.result; } /** Accept a new connected client. This will return a connected socket on which you can read/write some data. **/ public function accept() : Socket { var server : TcpServer = cast _socket; var res = server.accept(); if (res.message != null) throw 'Error : ${res.message}'; var sock = new Socket(); sock._socket = res.result; sock.input = new SocketInput(res.result); sock.output = new SocketOutput(res.result); return sock; } /** Return the information about the other side of a connected socket. **/ public function peer() : { host : Host, port : Int } { var client : TcpClient = cast _socket; var res = client.getpeername(); var host = new Host(res.address); return { host : host, port : Std.parseInt(res.port)}; } /** Return the information about our side of a connected socket. **/ public function host() : { host : Host, port : Int } { var server : TcpServer = cast _socket; var res = server.getsockname(); var host = new Host(res.address); return {host : host, port : Std.parseInt(res.port)}; } /** Gives a timeout after which blocking socket operations (such as reading and writing) will abort and throw an exception. **/ public inline function setTimeout( timeout : Float ) : Void { var client : TcpClient = cast _socket; client.settimeout(timeout); } /** Block until some data is available for read on the socket. **/ public function waitForRead() : Void { select([this], null, null); } /** Change the blocking mode of the socket. A blocking socket is the default behavior. A non-blocking socket will abort blocking operations immediately by throwing a haxe.io.Error.Blocked value. **/ public function setBlocking( b : Bool ) : Void { blocking = b; } /** Allows the socket to immediately send the data when written to its output : this will cause less ping but might increase the number of packets / data size, especially when doing a lot of small writes. **/ public function setFastSend( b : Bool ) : Void { var client : TcpClient = cast _socket; client.setoption(TcpNoDelay, true); } /** Wait until one of the sockets groups is ready for the given operation : - `read`contains sockets on which we want to wait for available data to be read, - `write` contains sockets on which we want to wait until we are allowed to write some data to their output buffers, - `others` contains sockets on which we want to wait for exceptional conditions. - `select` will block until one of the condition is met, in which case it will return the sockets for which the condition was true. In case a `timeout` (in seconds) is specified, select might wait at worse until the timeout expires. **/ static public function select(read : Array, write : Array, others : Array, ?timeout : Float) : { read: Array, write: Array, others: Array } { var read_tbl = read == null ? Table.create() : Table.fromArray([for (r in read) cast r._socket]); var write_tbl = write == null ? Table.create() : Table.fromArray(([for (r in write) cast r._socket])); var res = LuaSocket.select(read_tbl, write_tbl, timeout); var convert_socket = function(x : LuaSocket){ var sock = new Socket(); sock.input = new SocketInput(cast x); sock.output = new SocketOutput(cast x); return sock; } var read_arr = res.read == null ? [] : lua.Lib.tableToArray(res.read).map(convert_socket); var write_arr = res.write == null ? [] : lua.Lib.tableToArray(res.write).map(convert_socket); return {read : read_arr, write : write_arr, others : []}; } } private class SocketInput extends haxe.io.Input { var s : TcpClient; public function new(s : TcpClient) { this.s = s; } override public function readByte() : Int { var res = s.receive(1); if (res.message == "closed") throw new haxe.io.Eof(); else if (res.message != null) throw 'Error : ${res.message}'; return res.result.charCodeAt(0); } override public function readBytes( s : Bytes, pos : Int, len : Int ) : Int { var k = len; var b = s.getData(); if( pos < 0 || len < 0 || pos + len > s.length ) throw haxe.io.Error.OutsideBounds; try{ while( k > 0 ) { b[pos] = cast readByte(); pos++; k--; } } catch(e:haxe.io.Eof){ if (pos == 0){ throw e; } } return len-k; } } private class SocketOutput extends haxe.io.Output { var s : TcpClient; public function new(s : TcpClient) { this.s = s; } override public function writeByte(c : Int ) : Void { s.send(String.fromCharCode(c)); } }