| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264 | /* * 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<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 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));	}}
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