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- /*
- * Copyright (C)2005-2019 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;
- import haxe.io.Error;
- /**
- 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;
- var timeout = null;
- /**
- 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;
- _socket.settimeout(timeout);
- }
- /**
- 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;
- _socket.settimeout(timeout);
- }
- /**
- 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 {
- this.timeout = timeout;
- if (_socket != null) {
- 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<Socket>, write:Array<Socket>, others:Array<Socket>,
- ?timeout:Float):{read:Array<Socket>, write:Array<Socket>, others:Array<Socket>} {
- 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 tcp:TcpClient;
- public function new(tcp:TcpClient) {
- this.tcp = tcp;
- }
- override public function readByte():Int {
- var res = tcp.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 leftToRead = len;
- var b = s.getData();
- if (pos < 0 || len < 0 || pos + len > s.length)
- throw haxe.io.Error.OutsideBounds;
- var readCount = 0;
- try {
- while (leftToRead > 0) {
- b[pos] = cast readByte();
- pos++;
- readCount++;
- leftToRead--;
- }
- } catch (e:haxe.io.Eof) {
- if (readCount == 0) {
- throw e;
- }
- }
- return readCount;
- }
- }
- private class SocketOutput extends haxe.io.Output {
- var tcp:TcpClient;
- public function new(tcp:TcpClient) {
- this.tcp = tcp;
- }
- override public function writeByte(c:Int):Void {
- var char = NativeStringTools.char(c);
- var res = tcp.send(char);
- if (res.message != null){
- throw 'Error : Socket writeByte : ${res.message}';
- }
- }
- override public function writeBytes(s:Bytes, pos:Int, len:Int):Int {
- if (pos < 0 || len < 0 || pos + len > s.length)
- throw Error.OutsideBounds;
- var b = s.getData().slice(pos, pos +len).map(function(byte){
- return lua.NativeStringTools.char(byte);
- });
- var encoded = Table.concat(cast b, 0);
- var res = tcp.send(encoded);
- if (res.message != null){
- throw 'Error : Socket writeByte : ${res.message}';
- }
- return len;
- }
- }
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