/* * Copyright (C)2005-2017 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 cs.system.net.IPEndPoint; import cs.system.net.sockets.AddressFamily; import cs.system.net.sockets.NetworkStream; import cs.system.net.sockets.ProtocolType; import cs.system.net.sockets.SocketFlags; import cs.system.net.sockets.SocketShutdown; import cs.system.net.sockets.SocketType; import cs.system.threading.Thread; import haxe.io.Bytes; import haxe.io.Error; import haxe.io.Input; import haxe.io.Output; /** 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. **/ @:coreapi class Socket { private var sock : cs.system.net.sockets.Socket = null; /** 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`. ***/ public var custom : Dynamic; /** Creates a new unconnected socket. **/ public function new() : Void { sock = new cs.system.net.sockets.Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ); sock.Blocking = true; } /** 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 { sock.Close(); input = null; output = null; } /** 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 { sock.Connect( host.ipAddress, port ); if (sock.Connected) { this.output = new cs.io.NativeOutput( new NetworkStream(sock) ); this.input = new cs.io.NativeInput( new NetworkStream(sock) ); } else { throw "Connection failed."; } } /** 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 { sock.Listen( connections ); } /** Shutdown the socket, either for reading or writing. **/ public function shutdown( read : Bool, write : Bool ) : Void { if ( read && write ) { sock.Shutdown( SocketShutdown.Both ); input = null; output = null; } else if ( read ) { sock.Shutdown( SocketShutdown.Receive ); input = null; } else if ( write ) { sock.Shutdown( SocketShutdown.Send ); output = 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 { sock = new cs.system.net.sockets.Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ); sock.Bind( new IPEndPoint(host.ipAddress, port) ); } /** Accept a new connected client. This will return a connected socket on which you can read/write some data. **/ public function accept() : Socket { var r = new Socket(); r.sock = sock.Accept(); r.output = new cs.io.NativeOutput( new NetworkStream(r.sock) ); r.input = new cs.io.NativeInput( new NetworkStream(r.sock) ); return r; } /** Return the information about the other side of a connected socket. **/ public function peer() : { host : Host, port : Int } { var remoteIP = cast(sock.RemoteEndPoint, IPEndPoint); return { host: new Host(remoteIP.Address.ToString()), port: remoteIP.Port }; } /** Return the information about our side of a connected socket. **/ public function host() : { host : Host, port : Int } { var localIP = cast(sock.LocalEndPoint, IPEndPoint); return { host: new Host(localIP.Address.ToString()), port: localIP.Port }; } /** Gives a timeout after which blocking socket operations (such as reading and writing) will abort and throw an exception. **/ public function setTimeout( timeout : Float ) : Void { sock.ReceiveTimeout = sock.SendTimeout = Math.round(timeout * 1000); } /** Block until some data is available for read on the socket. **/ public function waitForRead() : Void { var end = Date.now().getTime() + ((sock.ReceiveTimeout <= 0) ? Math.POSITIVE_INFINITY : sock.ReceiveTimeout); while ( sock.Available == 0 && Date.now().getTime() < end) { Thread.Sleep(5); } } /** 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.Blocking value. **/ public function setBlocking( b : Bool ) : Void { sock.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 { sock.NoDelay = b; } /** 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 } { throw "Not implemented yet."; return null; } }