//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_TCPSOCKET_HPP #define SFML_TCPSOCKET_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include namespace sf { class TcpListener; class IpAddress; class Packet; //////////////////////////////////////////////////////////// /// \brief Specialized socket using the TCP protocol /// //////////////////////////////////////////////////////////// class SFML_NETWORK_API TcpSocket : public Socket { public : //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// TcpSocket(); //////////////////////////////////////////////////////////// /// \brief Get the port to which the socket is bound locally /// /// If the socket is not connected, this function returns 0. /// /// \return Port to which the socket is bound /// /// \see connect, getRemotePort /// //////////////////////////////////////////////////////////// unsigned short getLocalPort() const; //////////////////////////////////////////////////////////// /// \brief Get the address of the connected peer /// /// It the socket is not connected, this function returns /// sf::IpAddress::None. /// /// \return Address of the remote peer /// /// \see getRemotePort /// //////////////////////////////////////////////////////////// IpAddress getRemoteAddress() const; //////////////////////////////////////////////////////////// /// \brief Get the port of the connected peer to which /// the socket is connected /// /// If the socket is not connected, this function returns 0. /// /// \return Remote port to which the socket is connected /// /// \see getRemoteAddress /// //////////////////////////////////////////////////////////// unsigned short getRemotePort() const; //////////////////////////////////////////////////////////// /// \brief Connect the socket to a remote peer /// /// In blocking mode, this function may take a while, especially /// if the remote peer is not reachable. The last parameter allows /// you to stop trying to connect after a given timeout. /// If the socket was previously connected, it is first disconnected. /// /// \param remoteAddress Address of the remote peer /// \param remotePort Port of the remote peer /// \param timeout Optional maximum time to wait /// /// \return Status code /// /// \see disconnect /// //////////////////////////////////////////////////////////// Status connect(const IpAddress& remoteAddress, unsigned short remotePort, Time timeout = Time::Zero); //////////////////////////////////////////////////////////// /// \brief Disconnect the socket from its remote peer /// /// This function gracefully closes the connection. If the /// socket is not connected, this function has no effect. /// /// \see connect /// //////////////////////////////////////////////////////////// void disconnect(); //////////////////////////////////////////////////////////// /// \brief Send raw data to the remote peer /// /// This function will fail if the socket is not connected. /// /// \param data Pointer to the sequence of bytes to send /// \param size Number of bytes to send /// /// \return Status code /// /// \see receive /// //////////////////////////////////////////////////////////// Status send(const void* data, std::size_t size); //////////////////////////////////////////////////////////// /// \brief Receive raw data from the remote peer /// /// In blocking mode, this function will wait until some /// bytes are actually received. /// This function will fail if the socket is not connected. /// /// \param data Pointer to the array to fill with the received bytes /// \param size Maximum number of bytes that can be received /// \param received This variable is filled with the actual number of bytes received /// /// \return Status code /// /// \see send /// //////////////////////////////////////////////////////////// Status receive(void* data, std::size_t size, std::size_t& received); //////////////////////////////////////////////////////////// /// \brief Send a formatted packet of data to the remote peer /// /// This function will fail if the socket is not connected. /// /// \param packet Packet to send /// /// \return Status code /// /// \see receive /// //////////////////////////////////////////////////////////// Status send(Packet& packet); //////////////////////////////////////////////////////////// /// \brief Receive a formatted packet of data from the remote peer /// /// In blocking mode, this function will wait until the whole packet /// has been received. /// This function will fail if the socket is not connected. /// /// \param packet Packet to fill with the received data /// /// \return Status code /// /// \see send /// //////////////////////////////////////////////////////////// Status receive(Packet& packet); private: friend class TcpListener; //////////////////////////////////////////////////////////// /// \brief Structure holding the data of a pending packet /// //////////////////////////////////////////////////////////// struct PendingPacket { PendingPacket(); Uint32 Size; ///< Data of packet size std::size_t SizeReceived; ///< Number of size bytes received so far std::vector Data; ///< Data of the packet }; //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// PendingPacket m_pendingPacket; ///< Temporary data of the packet currently being received }; } // namespace sf #endif // SFML_TCPSOCKET_HPP //////////////////////////////////////////////////////////// /// \class sf::TcpSocket /// \ingroup network /// /// TCP is a connected protocol, which means that a TCP /// socket can only communicate with the host it is connected /// to. It can't send or receive anything if it is not connected. /// /// The TCP protocol is reliable but adds a slight overhead. /// It ensures that your data will always be received in order /// and without errors (no data corrupted, lost or duplicated). /// /// When a socket is connected to a remote host, you can /// retrieve informations about this host with the /// getRemoteAddress and getRemotePort functions. You can /// also get the local port to which the socket is bound /// (which is automatically chosen when the socket is connected), /// with the getLocalPort function. /// /// Sending and receiving data can use either the low-level /// or the high-level functions. The low-level functions /// process a raw sequence of bytes, and cannot ensure that /// one call to Send will exactly match one call to Receive /// at the other end of the socket. /// /// The high-level interface uses packets (see sf::Packet), /// which are easier to use and provide more safety regarding /// the data that is exchanged. You can look at the sf::Packet /// class to get more details about how they work. /// /// The socket is automatically disconnected when it is destroyed, /// but if you want to explicitely close the connection while /// the socket instance is still alive, you can call disconnect. /// /// Usage example: /// \code /// // ----- The client ----- /// /// // Create a socket and connect it to 192.168.1.50 on port 55001 /// sf::TcpSocket socket; /// socket.connect("192.168.1.50", 55001); /// /// // Send a message to the connected host /// std::string message = "Hi, I am a client"; /// socket.send(message.c_str(), message.size() + 1); /// /// // Receive an answer from the server /// char buffer[1024]; /// std::size_t received = 0; /// socket.receive(buffer, sizeof(buffer), received); /// std::cout << "The server said: " << buffer << std::endl; /// /// // ----- The server ----- /// /// // Create a listener to wait for incoming connections on port 55001 /// sf::TcpListener listener; /// listener.listen(55001); /// /// // Wait for a connection /// sf::TcpSocket socket; /// listener.accept(socket); /// std::cout << "New client connected: " << socket.getRemoteAddress() << std::endl; /// /// // Receive a message from the client /// char buffer[1024]; /// std::size_t received = 0; /// socket.receive(buffer, sizeof(buffer), received); /// std::cout << "The client said: " << buffer << std::endl; /// /// // Send an answer /// std::string message = "Welcome, client"; /// socket.send(message.c_str(), message.size() + 1); /// \endcode /// /// \see sf::Socket, sf::UdpSocket, sf::Packet /// ////////////////////////////////////////////////////////////