Ajout de la bibli SFML (A)

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Antoine Mézon 2017-04-26 22:08:14 +02:00
parent 73704e5139
commit cca7498ca2
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_NETWORK_EXPORT_HPP
#define SFML_NETWORK_EXPORT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
////////////////////////////////////////////////////////////
// Define portable import / export macros
////////////////////////////////////////////////////////////
#if defined(SFML_NETWORK_EXPORTS)
#define SFML_NETWORK_API SFML_API_EXPORT
#else
#define SFML_NETWORK_API SFML_API_IMPORT
#endif
#endif // SFML_NETWORK_EXPORT_HPP

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_FTP_HPP
#define SFML_FTP_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/Time.hpp>
#include <string>
#include <vector>
namespace sf
{
class IpAddress;
////////////////////////////////////////////////////////////
/// \brief A FTP client
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Ftp : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Enumeration of transfer modes
///
////////////////////////////////////////////////////////////
enum TransferMode
{
Binary, ///< Binary mode (file is transfered as a sequence of bytes)
Ascii, ///< Text mode using ASCII encoding
Ebcdic ///< Text mode using EBCDIC encoding
};
////////////////////////////////////////////////////////////
/// \brief Define a FTP response
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Response
{
public:
////////////////////////////////////////////////////////////
/// \brief Status codes possibly returned by a FTP response
///
////////////////////////////////////////////////////////////
enum Status
{
// 1xx: the requested action is being initiated,
// expect another reply before proceeding with a new command
RestartMarkerReply = 110, ///< Restart marker reply
ServiceReadySoon = 120, ///< Service ready in N minutes
DataConnectionAlreadyOpened = 125, ///< Data connection already opened, transfer starting
OpeningDataConnection = 150, ///< File status ok, about to open data connection
// 2xx: the requested action has been successfully completed
Ok = 200, ///< Command ok
PointlessCommand = 202, ///< Command not implemented
SystemStatus = 211, ///< System status, or system help reply
DirectoryStatus = 212, ///< Directory status
FileStatus = 213, ///< File status
HelpMessage = 214, ///< Help message
SystemType = 215, ///< NAME system type, where NAME is an official system name from the list in the Assigned Numbers document
ServiceReady = 220, ///< Service ready for new user
ClosingConnection = 221, ///< Service closing control connection
DataConnectionOpened = 225, ///< Data connection open, no transfer in progress
ClosingDataConnection = 226, ///< Closing data connection, requested file action successful
EnteringPassiveMode = 227, ///< Entering passive mode
LoggedIn = 230, ///< User logged in, proceed. Logged out if appropriate
FileActionOk = 250, ///< Requested file action ok
DirectoryOk = 257, ///< PATHNAME created
// 3xx: the command has been accepted, but the requested action
// is dormant, pending receipt of further information
NeedPassword = 331, ///< User name ok, need password
NeedAccountToLogIn = 332, ///< Need account for login
NeedInformation = 350, ///< Requested file action pending further information
// 4xx: the command was not accepted and the requested action did not take place,
// but the error condition is temporary and the action may be requested again
ServiceUnavailable = 421, ///< Service not available, closing control connection
DataConnectionUnavailable = 425, ///< Can't open data connection
TransferAborted = 426, ///< Connection closed, transfer aborted
FileActionAborted = 450, ///< Requested file action not taken
LocalError = 451, ///< Requested action aborted, local error in processing
InsufficientStorageSpace = 452, ///< Requested action not taken; insufficient storage space in system, file unavailable
// 5xx: the command was not accepted and
// the requested action did not take place
CommandUnknown = 500, ///< Syntax error, command unrecognized
ParametersUnknown = 501, ///< Syntax error in parameters or arguments
CommandNotImplemented = 502, ///< Command not implemented
BadCommandSequence = 503, ///< Bad sequence of commands
ParameterNotImplemented = 504, ///< Command not implemented for that parameter
NotLoggedIn = 530, ///< Not logged in
NeedAccountToStore = 532, ///< Need account for storing files
FileUnavailable = 550, ///< Requested action not taken, file unavailable
PageTypeUnknown = 551, ///< Requested action aborted, page type unknown
NotEnoughMemory = 552, ///< Requested file action aborted, exceeded storage allocation
FilenameNotAllowed = 553, ///< Requested action not taken, file name not allowed
// 10xx: SFML custom codes
InvalidResponse = 1000, ///< Not part of the FTP standard, generated by SFML when a received response cannot be parsed
ConnectionFailed = 1001, ///< Not part of the FTP standard, generated by SFML when the low-level socket connection with the server fails
ConnectionClosed = 1002, ///< Not part of the FTP standard, generated by SFML when the low-level socket connection is unexpectedly closed
InvalidFile = 1003 ///< Not part of the FTP standard, generated by SFML when a local file cannot be read or written
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is used by the FTP client to build
/// the response.
///
/// \param code Response status code
/// \param message Response message
///
////////////////////////////////////////////////////////////
explicit Response(Status code = InvalidResponse, const std::string& message = "");
////////////////////////////////////////////////////////////
/// \brief Check if the status code means a success
///
/// This function is defined for convenience, it is
/// equivalent to testing if the status code is < 400.
///
/// \return True if the status is a success, false if it is a failure
///
////////////////////////////////////////////////////////////
bool isOk() const;
////////////////////////////////////////////////////////////
/// \brief Get the status code of the response
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Status getStatus() const;
////////////////////////////////////////////////////////////
/// \brief Get the full message contained in the response
///
/// \return The response message
///
////////////////////////////////////////////////////////////
const std::string& getMessage() const;
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Status m_status; ///< Status code returned from the server
std::string m_message; ///< Last message received from the server
};
////////////////////////////////////////////////////////////
/// \brief Specialization of FTP response returning a directory
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API DirectoryResponse : public Response
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param response Source response
///
////////////////////////////////////////////////////////////
DirectoryResponse(const Response& response);
////////////////////////////////////////////////////////////
/// \brief Get the directory returned in the response
///
/// \return Directory name
///
////////////////////////////////////////////////////////////
const std::string& getDirectory() const;
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::string m_directory; ///< Directory extracted from the response message
};
////////////////////////////////////////////////////////////
/// \brief Specialization of FTP response returning a
/// filename listing
////////////////////////////////////////////////////////////
class SFML_NETWORK_API ListingResponse : public Response
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param response Source response
/// \param data Data containing the raw listing
///
////////////////////////////////////////////////////////////
ListingResponse(const Response& response, const std::string& data);
////////////////////////////////////////////////////////////
/// \brief Return the array of directory/file names
///
/// \return Array containing the requested listing
///
////////////////////////////////////////////////////////////
const std::vector<std::string>& getListing() const;
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<std::string> m_listing; ///< Directory/file names extracted from the data
};
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Automatically closes the connection with the server if
/// it is still opened.
///
////////////////////////////////////////////////////////////
~Ftp();
////////////////////////////////////////////////////////////
/// \brief Connect to the specified FTP server
///
/// The port has a default value of 21, which is the standard
/// port used by the FTP protocol. You shouldn't use a different
/// value, unless you really know what you do.
/// This function tries to connect to the server so it may take
/// a while to complete, especially if the server is not
/// reachable. To avoid blocking your application for too long,
/// you can use a timeout. The default value, Time::Zero, means that the
/// system timeout will be used (which is usually pretty long).
///
/// \param server Name or address of the FTP server to connect to
/// \param port Port used for the connection
/// \param timeout Maximum time to wait
///
/// \return Server response to the request
///
/// \see disconnect
///
////////////////////////////////////////////////////////////
Response connect(const IpAddress& server, unsigned short port = 21, Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
/// \brief Close the connection with the server
///
/// \return Server response to the request
///
/// \see connect
///
////////////////////////////////////////////////////////////
Response disconnect();
////////////////////////////////////////////////////////////
/// \brief Log in using an anonymous account
///
/// Logging in is mandatory after connecting to the server.
/// Users that are not logged in cannot perform any operation.
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response login();
////////////////////////////////////////////////////////////
/// \brief Log in using a username and a password
///
/// Logging in is mandatory after connecting to the server.
/// Users that are not logged in cannot perform any operation.
///
/// \param name User name
/// \param password Password
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response login(const std::string& name, const std::string& password);
////////////////////////////////////////////////////////////
/// \brief Send a null command to keep the connection alive
///
/// This command is useful because the server may close the
/// connection automatically if no command is sent.
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response keepAlive();
////////////////////////////////////////////////////////////
/// \brief Get the current working directory
///
/// The working directory is the root path for subsequent
/// operations involving directories and/or filenames.
///
/// \return Server response to the request
///
/// \see getDirectoryListing, changeDirectory, parentDirectory
///
////////////////////////////////////////////////////////////
DirectoryResponse getWorkingDirectory();
////////////////////////////////////////////////////////////
/// \brief Get the contents of the given directory
///
/// This function retrieves the sub-directories and files
/// contained in the given directory. It is not recursive.
/// The \a directory parameter is relative to the current
/// working directory.
///
/// \param directory Directory to list
///
/// \return Server response to the request
///
/// \see getWorkingDirectory, changeDirectory, parentDirectory
///
////////////////////////////////////////////////////////////
ListingResponse getDirectoryListing(const std::string& directory = "");
////////////////////////////////////////////////////////////
/// \brief Change the current working directory
///
/// The new directory must be relative to the current one.
///
/// \param directory New working directory
///
/// \return Server response to the request
///
/// \see getWorkingDirectory, getDirectoryListing, parentDirectory
///
////////////////////////////////////////////////////////////
Response changeDirectory(const std::string& directory);
////////////////////////////////////////////////////////////
/// \brief Go to the parent directory of the current one
///
/// \return Server response to the request
///
/// \see getWorkingDirectory, getDirectoryListing, changeDirectory
///
////////////////////////////////////////////////////////////
Response parentDirectory();
////////////////////////////////////////////////////////////
/// \brief Create a new directory
///
/// The new directory is created as a child of the current
/// working directory.
///
/// \param name Name of the directory to create
///
/// \return Server response to the request
///
/// \see deleteDirectory
///
////////////////////////////////////////////////////////////
Response createDirectory(const std::string& name);
////////////////////////////////////////////////////////////
/// \brief Remove an existing directory
///
/// The directory to remove must be relative to the
/// current working directory.
/// Use this function with caution, the directory will
/// be removed permanently!
///
/// \param name Name of the directory to remove
///
/// \return Server response to the request
///
/// \see createDirectory
///
////////////////////////////////////////////////////////////
Response deleteDirectory(const std::string& name);
////////////////////////////////////////////////////////////
/// \brief Rename an existing file
///
/// The filenames must be relative to the current working
/// directory.
///
/// \param file File to rename
/// \param newName New name of the file
///
/// \return Server response to the request
///
/// \see deleteFile
///
////////////////////////////////////////////////////////////
Response renameFile(const std::string& file, const std::string& newName);
////////////////////////////////////////////////////////////
/// \brief Remove an existing file
///
/// The file name must be relative to the current working
/// directory.
/// Use this function with caution, the file will be
/// removed permanently!
///
/// \param name File to remove
///
/// \return Server response to the request
///
/// \see renameFile
///
////////////////////////////////////////////////////////////
Response deleteFile(const std::string& name);
////////////////////////////////////////////////////////////
/// \brief Download a file from the server
///
/// The filename of the distant file is relative to the
/// current working directory of the server, and the local
/// destination path is relative to the current directory
/// of your application.
/// If a file with the same filename as the distant file
/// already exists in the local destination path, it will
/// be overwritten.
///
/// \param remoteFile Filename of the distant file to download
/// \param localPath The directory in which to put the file on the local computer
/// \param mode Transfer mode
///
/// \return Server response to the request
///
/// \see upload
///
////////////////////////////////////////////////////////////
Response download(const std::string& remoteFile, const std::string& localPath, TransferMode mode = Binary);
////////////////////////////////////////////////////////////
/// \brief Upload a file to the server
///
/// The name of the local file is relative to the current
/// working directory of your application, and the
/// remote path is relative to the current directory of the
/// FTP server.
///
/// \param localFile Path of the local file to upload
/// \param remotePath The directory in which to put the file on the server
/// \param mode Transfer mode
///
/// \return Server response to the request
///
/// \see download
///
////////////////////////////////////////////////////////////
Response upload(const std::string& localFile, const std::string& remotePath, TransferMode mode = Binary);
////////////////////////////////////////////////////////////
/// \brief Send a command to the FTP server
///
/// While the most often used commands are provided as member
/// functions in the sf::Ftp class, this method can be used
/// to send any FTP command to the server. If the command
/// requires one or more parameters, they can be specified
/// in \a parameter. If the server returns information, you
/// can extract it from the response using Response::getMessage().
///
/// \param command Command to send
/// \param parameter Command parameter
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response sendCommand(const std::string& command, const std::string& parameter = "");
private:
////////////////////////////////////////////////////////////
/// \brief Receive a response from the server
///
/// This function must be called after each call to
/// sendCommand that expects a response.
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response getResponse();
////////////////////////////////////////////////////////////
/// \brief Utility class for exchanging datas with the server
/// on the data channel
///
////////////////////////////////////////////////////////////
class DataChannel;
friend class DataChannel;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
TcpSocket m_commandSocket; ///< Socket holding the control connection with the server
std::string m_receiveBuffer; ///< Received command data that is yet to be processed
};
} // namespace sf
#endif // SFML_FTP_HPP
////////////////////////////////////////////////////////////
/// \class sf::Ftp
/// \ingroup network
///
/// sf::Ftp is a very simple FTP client that allows you
/// to communicate with a FTP server. The FTP protocol allows
/// you to manipulate a remote file system (list files,
/// upload, download, create, remove, ...).
///
/// Using the FTP client consists of 4 parts:
/// \li Connecting to the FTP server
/// \li Logging in (either as a registered user or anonymously)
/// \li Sending commands to the server
/// \li Disconnecting (this part can be done implicitly by the destructor)
///
/// Every command returns a FTP response, which contains the
/// status code as well as a message from the server. Some
/// commands such as getWorkingDirectory() and getDirectoryListing()
/// return additional data, and use a class derived from
/// sf::Ftp::Response to provide this data. The most often used
/// commands are directly provided as member functions, but it is
/// also possible to use specific commands with the sendCommand() function.
///
/// Note that response statuses >= 1000 are not part of the FTP standard,
/// they are generated by SFML when an internal error occurs.
///
/// All commands, especially upload and download, may take some
/// time to complete. This is important to know if you don't want
/// to block your application while the server is completing
/// the task.
///
/// Usage example:
/// \code
/// // Create a new FTP client
/// sf::Ftp ftp;
///
/// // Connect to the server
/// sf::Ftp::Response response = ftp.connect("ftp://ftp.myserver.com");
/// if (response.isOk())
/// std::cout << "Connected" << std::endl;
///
/// // Log in
/// response = ftp.login("laurent", "dF6Zm89D");
/// if (response.isOk())
/// std::cout << "Logged in" << std::endl;
///
/// // Print the working directory
/// sf::Ftp::DirectoryResponse directory = ftp.getWorkingDirectory();
/// if (directory.isOk())
/// std::cout << "Working directory: " << directory.getDirectory() << std::endl;
///
/// // Create a new directory
/// response = ftp.createDirectory("files");
/// if (response.isOk())
/// std::cout << "Created new directory" << std::endl;
///
/// // Upload a file to this new directory
/// response = ftp.upload("local-path/file.txt", "files", sf::Ftp::Ascii);
/// if (response.isOk())
/// std::cout << "File uploaded" << std::endl;
///
/// // Send specific commands (here: FEAT to list supported FTP features)
/// response = ftp.sendCommand("FEAT");
/// if (response.isOk())
/// std::cout << "Feature list:\n" << response.getMessage() << std::endl;
///
/// // Disconnect from the server (optional)
/// ftp.disconnect();
/// \endcode
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_HTTP_HPP
#define SFML_HTTP_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <SFML/Network/TcpSocket.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/Time.hpp>
#include <map>
#include <string>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief A HTTP client
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Http : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Define a HTTP request
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Request
{
public:
////////////////////////////////////////////////////////////
/// \brief Enumerate the available HTTP methods for a request
///
////////////////////////////////////////////////////////////
enum Method
{
Get, ///< Request in get mode, standard method to retrieve a page
Post, ///< Request in post mode, usually to send data to a page
Head, ///< Request a page's header only
Put, ///< Request in put mode, useful for a REST API
Delete ///< Request in delete mode, useful for a REST API
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates a GET request, with the root
/// URI ("/") and an empty body.
///
/// \param uri Target URI
/// \param method Method to use for the request
/// \param body Content of the request's body
///
////////////////////////////////////////////////////////////
Request(const std::string& uri = "/", Method method = Get, const std::string& body = "");
////////////////////////////////////////////////////////////
/// \brief Set the value of a field
///
/// The field is created if it doesn't exist. The name of
/// the field is case-insensitive.
/// By default, a request doesn't contain any field (but the
/// mandatory fields are added later by the HTTP client when
/// sending the request).
///
/// \param field Name of the field to set
/// \param value Value of the field
///
////////////////////////////////////////////////////////////
void setField(const std::string& field, const std::string& value);
////////////////////////////////////////////////////////////
/// \brief Set the request method
///
/// See the Method enumeration for a complete list of all
/// the availale methods.
/// The method is Http::Request::Get by default.
///
/// \param method Method to use for the request
///
////////////////////////////////////////////////////////////
void setMethod(Method method);
////////////////////////////////////////////////////////////
/// \brief Set the requested URI
///
/// The URI is the resource (usually a web page or a file)
/// that you want to get or post.
/// The URI is "/" (the root page) by default.
///
/// \param uri URI to request, relative to the host
///
////////////////////////////////////////////////////////////
void setUri(const std::string& uri);
////////////////////////////////////////////////////////////
/// \brief Set the HTTP version for the request
///
/// The HTTP version is 1.0 by default.
///
/// \param major Major HTTP version number
/// \param minor Minor HTTP version number
///
////////////////////////////////////////////////////////////
void setHttpVersion(unsigned int major, unsigned int minor);
////////////////////////////////////////////////////////////
/// \brief Set the body of the request
///
/// The body of a request is optional and only makes sense
/// for POST requests. It is ignored for all other methods.
/// The body is empty by default.
///
/// \param body Content of the body
///
////////////////////////////////////////////////////////////
void setBody(const std::string& body);
private:
friend class Http;
////////////////////////////////////////////////////////////
/// \brief Prepare the final request to send to the server
///
/// This is used internally by Http before sending the
/// request to the web server.
///
/// \return String containing the request, ready to be sent
///
////////////////////////////////////////////////////////////
std::string prepare() const;
////////////////////////////////////////////////////////////
/// \brief Check if the request defines a field
///
/// This function uses case-insensitive comparisons.
///
/// \param field Name of the field to test
///
/// \return True if the field exists, false otherwise
///
////////////////////////////////////////////////////////////
bool hasField(const std::string& field) const;
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<std::string, std::string> FieldTable;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
FieldTable m_fields; ///< Fields of the header associated to their value
Method m_method; ///< Method to use for the request
std::string m_uri; ///< Target URI of the request
unsigned int m_majorVersion; ///< Major HTTP version
unsigned int m_minorVersion; ///< Minor HTTP version
std::string m_body; ///< Body of the request
};
////////////////////////////////////////////////////////////
/// \brief Define a HTTP response
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Response
{
public:
////////////////////////////////////////////////////////////
/// \brief Enumerate all the valid status codes for a response
///
////////////////////////////////////////////////////////////
enum Status
{
// 2xx: success
Ok = 200, ///< Most common code returned when operation was successful
Created = 201, ///< The resource has successfully been created
Accepted = 202, ///< The request has been accepted, but will be processed later by the server
NoContent = 204, ///< The server didn't send any data in return
ResetContent = 205, ///< The server informs the client that it should clear the view (form) that caused the request to be sent
PartialContent = 206, ///< The server has sent a part of the resource, as a response to a partial GET request
// 3xx: redirection
MultipleChoices = 300, ///< The requested page can be accessed from several locations
MovedPermanently = 301, ///< The requested page has permanently moved to a new location
MovedTemporarily = 302, ///< The requested page has temporarily moved to a new location
NotModified = 304, ///< For conditional requests, means the requested page hasn't changed and doesn't need to be refreshed
// 4xx: client error
BadRequest = 400, ///< The server couldn't understand the request (syntax error)
Unauthorized = 401, ///< The requested page needs an authentication to be accessed
Forbidden = 403, ///< The requested page cannot be accessed at all, even with authentication
NotFound = 404, ///< The requested page doesn't exist
RangeNotSatisfiable = 407, ///< The server can't satisfy the partial GET request (with a "Range" header field)
// 5xx: server error
InternalServerError = 500, ///< The server encountered an unexpected error
NotImplemented = 501, ///< The server doesn't implement a requested feature
BadGateway = 502, ///< The gateway server has received an error from the source server
ServiceNotAvailable = 503, ///< The server is temporarily unavailable (overloaded, in maintenance, ...)
GatewayTimeout = 504, ///< The gateway server couldn't receive a response from the source server
VersionNotSupported = 505, ///< The server doesn't support the requested HTTP version
// 10xx: SFML custom codes
InvalidResponse = 1000, ///< Response is not a valid HTTP one
ConnectionFailed = 1001 ///< Connection with server failed
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Constructs an empty response.
///
////////////////////////////////////////////////////////////
Response();
////////////////////////////////////////////////////////////
/// \brief Get the value of a field
///
/// If the field \a field is not found in the response header,
/// the empty string is returned. This function uses
/// case-insensitive comparisons.
///
/// \param field Name of the field to get
///
/// \return Value of the field, or empty string if not found
///
////////////////////////////////////////////////////////////
const std::string& getField(const std::string& field) const;
////////////////////////////////////////////////////////////
/// \brief Get the response status code
///
/// The status code should be the first thing to be checked
/// after receiving a response, it defines whether it is a
/// success, a failure or anything else (see the Status
/// enumeration).
///
/// \return Status code of the response
///
////////////////////////////////////////////////////////////
Status getStatus() const;
////////////////////////////////////////////////////////////
/// \brief Get the major HTTP version number of the response
///
/// \return Major HTTP version number
///
/// \see getMinorHttpVersion
///
////////////////////////////////////////////////////////////
unsigned int getMajorHttpVersion() const;
////////////////////////////////////////////////////////////
/// \brief Get the minor HTTP version number of the response
///
/// \return Minor HTTP version number
///
/// \see getMajorHttpVersion
///
////////////////////////////////////////////////////////////
unsigned int getMinorHttpVersion() const;
////////////////////////////////////////////////////////////
/// \brief Get the body of the response
///
/// The body of a response may contain:
/// \li the requested page (for GET requests)
/// \li a response from the server (for POST requests)
/// \li nothing (for HEAD requests)
/// \li an error message (in case of an error)
///
/// \return The response body
///
////////////////////////////////////////////////////////////
const std::string& getBody() const;
private:
friend class Http;
////////////////////////////////////////////////////////////
/// \brief Construct the header from a response string
///
/// This function is used by Http to build the response
/// of a request.
///
/// \param data Content of the response to parse
///
////////////////////////////////////////////////////////////
void parse(const std::string& data);
////////////////////////////////////////////////////////////
/// \brief Read values passed in the answer header
///
/// This function is used by Http to extract values passed
/// in the response.
///
/// \param in String stream containing the header values
///
////////////////////////////////////////////////////////////
void parseFields(std::istream &in);
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<std::string, std::string> FieldTable;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
FieldTable m_fields; ///< Fields of the header
Status m_status; ///< Status code
unsigned int m_majorVersion; ///< Major HTTP version
unsigned int m_minorVersion; ///< Minor HTTP version
std::string m_body; ///< Body of the response
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Http();
////////////////////////////////////////////////////////////
/// \brief Construct the HTTP client with the target host
///
/// This is equivalent to calling setHost(host, port).
/// The port has a default value of 0, which means that the
/// HTTP client will use the right port according to the
/// protocol used (80 for HTTP). You should leave it like
/// this unless you really need a port other than the
/// standard one, or use an unknown protocol.
///
/// \param host Web server to connect to
/// \param port Port to use for connection
///
////////////////////////////////////////////////////////////
Http(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// \brief Set the target host
///
/// This function just stores the host address and port, it
/// doesn't actually connect to it until you send a request.
/// The port has a default value of 0, which means that the
/// HTTP client will use the right port according to the
/// protocol used (80 for HTTP). You should leave it like
/// this unless you really need a port other than the
/// standard one, or use an unknown protocol.
///
/// \param host Web server to connect to
/// \param port Port to use for connection
///
////////////////////////////////////////////////////////////
void setHost(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// \brief Send a HTTP request and return the server's response.
///
/// You must have a valid host before sending a request (see setHost).
/// Any missing mandatory header field in the request will be added
/// with an appropriate value.
/// Warning: this function waits for the server's response and may
/// not return instantly; use a thread if you don't want to block your
/// application, or use a timeout to limit the time to wait. A value
/// of Time::Zero means that the client will use the system default timeout
/// (which is usually pretty long).
///
/// \param request Request to send
/// \param timeout Maximum time to wait
///
/// \return Server's response
///
////////////////////////////////////////////////////////////
Response sendRequest(const Request& request, Time timeout = Time::Zero);
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
TcpSocket m_connection; ///< Connection to the host
IpAddress m_host; ///< Web host address
std::string m_hostName; ///< Web host name
unsigned short m_port; ///< Port used for connection with host
};
} // namespace sf
#endif // SFML_HTTP_HPP
////////////////////////////////////////////////////////////
/// \class sf::Http
/// \ingroup network
///
/// sf::Http is a very simple HTTP client that allows you
/// to communicate with a web server. You can retrieve
/// web pages, send data to an interactive resource,
/// download a remote file, etc. The HTTPS protocol is
/// not supported.
///
/// The HTTP client is split into 3 classes:
/// \li sf::Http::Request
/// \li sf::Http::Response
/// \li sf::Http
///
/// sf::Http::Request builds the request that will be
/// sent to the server. A request is made of:
/// \li a method (what you want to do)
/// \li a target URI (usually the name of the web page or file)
/// \li one or more header fields (options that you can pass to the server)
/// \li an optional body (for POST requests)
///
/// sf::Http::Response parse the response from the web server
/// and provides getters to read them. The response contains:
/// \li a status code
/// \li header fields (that may be answers to the ones that you requested)
/// \li a body, which contains the contents of the requested resource
///
/// sf::Http provides a simple function, SendRequest, to send a
/// sf::Http::Request and return the corresponding sf::Http::Response
/// from the server.
///
/// Usage example:
/// \code
/// // Create a new HTTP client
/// sf::Http http;
///
/// // We'll work on http://www.sfml-dev.org
/// http.setHost("http://www.sfml-dev.org");
///
/// // Prepare a request to get the 'features.php' page
/// sf::Http::Request request("features.php");
///
/// // Send the request
/// sf::Http::Response response = http.sendRequest(request);
///
/// // Check the status code and display the result
/// sf::Http::Response::Status status = response.getStatus();
/// if (status == sf::Http::Response::Ok)
/// {
/// std::cout << response.getBody() << std::endl;
/// }
/// else
/// {
/// std::cout << "Error " << status << std::endl;
/// }
/// \endcode
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_IPADDRESS_HPP
#define SFML_IPADDRESS_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/System/Time.hpp>
#include <istream>
#include <ostream>
#include <string>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Encapsulate an IPv4 network address
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API IpAddress
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates an empty (invalid) address
///
////////////////////////////////////////////////////////////
IpAddress();
////////////////////////////////////////////////////////////
/// \brief Construct the address from a string
///
/// Here \a address can be either a decimal address
/// (ex: "192.168.1.56") or a network name (ex: "localhost").
///
/// \param address IP address or network name
///
////////////////////////////////////////////////////////////
IpAddress(const std::string& address);
////////////////////////////////////////////////////////////
/// \brief Construct the address from a string
///
/// Here \a address can be either a decimal address
/// (ex: "192.168.1.56") or a network name (ex: "localhost").
/// This is equivalent to the constructor taking a std::string
/// parameter, it is defined for convenience so that the
/// implicit conversions from literal strings to IpAddress work.
///
/// \param address IP address or network name
///
////////////////////////////////////////////////////////////
IpAddress(const char* address);
////////////////////////////////////////////////////////////
/// \brief Construct the address from 4 bytes
///
/// Calling IpAddress(a, b, c, d) is equivalent to calling
/// IpAddress("a.b.c.d"), but safer as it doesn't have to
/// parse a string to get the address components.
///
/// \param byte0 First byte of the address
/// \param byte1 Second byte of the address
/// \param byte2 Third byte of the address
/// \param byte3 Fourth byte of the address
///
////////////////////////////////////////////////////////////
IpAddress(Uint8 byte0, Uint8 byte1, Uint8 byte2, Uint8 byte3);
////////////////////////////////////////////////////////////
/// \brief Construct the address from a 32-bits integer
///
/// This constructor uses the internal representation of
/// the address directly. It should be used for optimization
/// purposes, and only if you got that representation from
/// IpAddress::toInteger().
///
/// \param address 4 bytes of the address packed into a 32-bits integer
///
/// \see toInteger
///
////////////////////////////////////////////////////////////
explicit IpAddress(Uint32 address);
////////////////////////////////////////////////////////////
/// \brief Get a string representation of the address
///
/// The returned string is the decimal representation of the
/// IP address (like "192.168.1.56"), even if it was constructed
/// from a host name.
///
/// \return String representation of the address
///
/// \see toInteger
///
////////////////////////////////////////////////////////////
std::string toString() const;
////////////////////////////////////////////////////////////
/// \brief Get an integer representation of the address
///
/// The returned number is the internal representation of the
/// address, and should be used for optimization purposes only
/// (like sending the address through a socket).
/// The integer produced by this function can then be converted
/// back to a sf::IpAddress with the proper constructor.
///
/// \return 32-bits unsigned integer representation of the address
///
/// \see toString
///
////////////////////////////////////////////////////////////
Uint32 toInteger() const;
////////////////////////////////////////////////////////////
/// \brief Get the computer's local address
///
/// The local address is the address of the computer from the
/// LAN point of view, i.e. something like 192.168.1.56. It is
/// meaningful only for communications over the local network.
/// Unlike getPublicAddress, this function is fast and may be
/// used safely anywhere.
///
/// \return Local IP address of the computer
///
/// \see getPublicAddress
///
////////////////////////////////////////////////////////////
static IpAddress getLocalAddress();
////////////////////////////////////////////////////////////
/// \brief Get the computer's public address
///
/// The public address is the address of the computer from the
/// internet point of view, i.e. something like 89.54.1.169.
/// It is necessary for communications over the world wide web.
/// The only way to get a public address is to ask it to a
/// distant website; as a consequence, this function depends on
/// both your network connection and the server, and may be
/// very slow. You should use it as few as possible. Because
/// this function depends on the network connection and on a distant
/// server, you may use a time limit if you don't want your program
/// to be possibly stuck waiting in case there is a problem; this
/// limit is deactivated by default.
///
/// \param timeout Maximum time to wait
///
/// \return Public IP address of the computer
///
/// \see getLocalAddress
///
////////////////////////////////////////////////////////////
static IpAddress getPublicAddress(Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
// Static member data
////////////////////////////////////////////////////////////
static const IpAddress None; ///< Value representing an empty/invalid address
static const IpAddress Any; ///< Value representing any address (0.0.0.0)
static const IpAddress LocalHost; ///< The "localhost" address (for connecting a computer to itself locally)
static const IpAddress Broadcast; ///< The "broadcast" address (for sending UDP messages to everyone on a local network)
private:
friend SFML_NETWORK_API bool operator <(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Resolve the given address string
///
/// \param address Address string
///
////////////////////////////////////////////////////////////
void resolve(const std::string& address);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Uint32 m_address; ///< Address stored as an unsigned 32 bits integer
bool m_valid; ///< Is the address valid?
};
////////////////////////////////////////////////////////////
/// \brief Overload of == operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if both addresses are equal
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator ==(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of != operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if both addresses are different
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator !=(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of < operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is lesser than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator <(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of > operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is greater than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator >(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of <= operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is lesser or equal than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator <=(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of >= operator to compare two IP addresses
///
/// \param left Left operand (a IP address)
/// \param right Right operand (a IP address)
///
/// \return True if \a left is greater or equal than \a right
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API bool operator >=(const IpAddress& left, const IpAddress& right);
////////////////////////////////////////////////////////////
/// \brief Overload of >> operator to extract an IP address from an input stream
///
/// \param stream Input stream
/// \param address IP address to extract
///
/// \return Reference to the input stream
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API std::istream& operator >>(std::istream& stream, IpAddress& address);
////////////////////////////////////////////////////////////
/// \brief Overload of << operator to print an IP address to an output stream
///
/// \param stream Output stream
/// \param address IP address to print
///
/// \return Reference to the output stream
///
////////////////////////////////////////////////////////////
SFML_NETWORK_API std::ostream& operator <<(std::ostream& stream, const IpAddress& address);
} // namespace sf
#endif // SFML_IPADDRESS_HPP
////////////////////////////////////////////////////////////
/// \class sf::IpAddress
/// \ingroup network
///
/// sf::IpAddress is a utility class for manipulating network
/// addresses. It provides a set a implicit constructors and
/// conversion functions to easily build or transform an IP
/// address from/to various representations.
///
/// Usage example:
/// \code
/// sf::IpAddress a0; // an invalid address
/// sf::IpAddress a1 = sf::IpAddress::None; // an invalid address (same as a0)
/// sf::IpAddress a2("127.0.0.1"); // the local host address
/// sf::IpAddress a3 = sf::IpAddress::Broadcast; // the broadcast address
/// sf::IpAddress a4(192, 168, 1, 56); // a local address
/// sf::IpAddress a5("my_computer"); // a local address created from a network name
/// sf::IpAddress a6("89.54.1.169"); // a distant address
/// sf::IpAddress a7("www.google.com"); // a distant address created from a network name
/// sf::IpAddress a8 = sf::IpAddress::getLocalAddress(); // my address on the local network
/// sf::IpAddress a9 = sf::IpAddress::getPublicAddress(); // my address on the internet
/// \endcode
///
/// Note that sf::IpAddress currently doesn't support IPv6
/// nor other types of network addresses.
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_PACKET_HPP
#define SFML_PACKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <string>
#include <vector>
namespace sf
{
class String;
class TcpSocket;
class UdpSocket;
////////////////////////////////////////////////////////////
/// \brief Utility class to build blocks of data to transfer
/// over the network
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Packet
{
// A bool-like type that cannot be converted to integer or pointer types
typedef bool (Packet::*BoolType)(std::size_t);
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Creates an empty packet.
///
////////////////////////////////////////////////////////////
Packet();
////////////////////////////////////////////////////////////
/// \brief Virtual destructor
///
////////////////////////////////////////////////////////////
virtual ~Packet();
////////////////////////////////////////////////////////////
/// \brief Append data to the end of the packet
///
/// \param data Pointer to the sequence of bytes to append
/// \param sizeInBytes Number of bytes to append
///
/// \see clear
///
////////////////////////////////////////////////////////////
void append(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Clear the packet
///
/// After calling Clear, the packet is empty.
///
/// \see append
///
////////////////////////////////////////////////////////////
void clear();
////////////////////////////////////////////////////////////
/// \brief Get a pointer to the data contained in the packet
///
/// Warning: the returned pointer may become invalid after
/// you append data to the packet, therefore it should never
/// be stored.
/// The return pointer is NULL if the packet is empty.
///
/// \return Pointer to the data
///
/// \see getDataSize
///
////////////////////////////////////////////////////////////
const void* getData() const;
////////////////////////////////////////////////////////////
/// \brief Get the size of the data contained in the packet
///
/// This function returns the number of bytes pointed to by
/// what getData returns.
///
/// \return Data size, in bytes
///
/// \see getData
///
////////////////////////////////////////////////////////////
std::size_t getDataSize() const;
////////////////////////////////////////////////////////////
/// \brief Tell if the reading position has reached the
/// end of the packet
///
/// This function is useful to know if there is some data
/// left to be read, without actually reading it.
///
/// \return True if all data was read, false otherwise
///
/// \see operator bool
///
////////////////////////////////////////////////////////////
bool endOfPacket() const;
public:
////////////////////////////////////////////////////////////
/// \brief Test the validity of the packet, for reading
///
/// This operator allows to test the packet as a boolean
/// variable, to check if a reading operation was successful.
///
/// A packet will be in an invalid state if it has no more
/// data to read.
///
/// This behavior is the same as standard C++ streams.
///
/// Usage example:
/// \code
/// float x;
/// packet >> x;
/// if (packet)
/// {
/// // ok, x was extracted successfully
/// }
///
/// // -- or --
///
/// float x;
/// if (packet >> x)
/// {
/// // ok, x was extracted successfully
/// }
/// \endcode
///
/// Don't focus on the return type, it's equivalent to bool but
/// it disallows unwanted implicit conversions to integer or
/// pointer types.
///
/// \return True if last data extraction from packet was successful
///
/// \see endOfPacket
///
////////////////////////////////////////////////////////////
operator BoolType() const;
////////////////////////////////////////////////////////////
/// Overloads of operator >> to read data from the packet
///
////////////////////////////////////////////////////////////
Packet& operator >>(bool& data);
Packet& operator >>(Int8& data);
Packet& operator >>(Uint8& data);
Packet& operator >>(Int16& data);
Packet& operator >>(Uint16& data);
Packet& operator >>(Int32& data);
Packet& operator >>(Uint32& data);
Packet& operator >>(Int64& data);
Packet& operator >>(Uint64& data);
Packet& operator >>(float& data);
Packet& operator >>(double& data);
Packet& operator >>(char* data);
Packet& operator >>(std::string& data);
Packet& operator >>(wchar_t* data);
Packet& operator >>(std::wstring& data);
Packet& operator >>(String& data);
////////////////////////////////////////////////////////////
/// Overloads of operator << to write data into the packet
///
////////////////////////////////////////////////////////////
Packet& operator <<(bool data);
Packet& operator <<(Int8 data);
Packet& operator <<(Uint8 data);
Packet& operator <<(Int16 data);
Packet& operator <<(Uint16 data);
Packet& operator <<(Int32 data);
Packet& operator <<(Uint32 data);
Packet& operator <<(Int64 data);
Packet& operator <<(Uint64 data);
Packet& operator <<(float data);
Packet& operator <<(double data);
Packet& operator <<(const char* data);
Packet& operator <<(const std::string& data);
Packet& operator <<(const wchar_t* data);
Packet& operator <<(const std::wstring& data);
Packet& operator <<(const String& data);
protected:
friend class TcpSocket;
friend class UdpSocket;
////////////////////////////////////////////////////////////
/// \brief Called before the packet is sent over the network
///
/// This function can be defined by derived classes to
/// transform the data before it is sent; this can be
/// used for compression, encryption, etc.
/// The function must return a pointer to the modified data,
/// as well as the number of bytes pointed.
/// The default implementation provides the packet's data
/// without transforming it.
///
/// \param size Variable to fill with the size of data to send
///
/// \return Pointer to the array of bytes to send
///
/// \see onReceive
///
////////////////////////////////////////////////////////////
virtual const void* onSend(std::size_t& size);
////////////////////////////////////////////////////////////
/// \brief Called after the packet is received over the network
///
/// This function can be defined by derived classes to
/// transform the data after it is received; this can be
/// used for decompression, decryption, etc.
/// The function receives a pointer to the received data,
/// and must fill the packet with the transformed bytes.
/// The default implementation fills the packet directly
/// without transforming the data.
///
/// \param data Pointer to the received bytes
/// \param size Number of bytes
///
/// \see onSend
///
////////////////////////////////////////////////////////////
virtual void onReceive(const void* data, std::size_t size);
private:
////////////////////////////////////////////////////////////
/// Disallow comparisons between packets
///
////////////////////////////////////////////////////////////
bool operator ==(const Packet& right) const;
bool operator !=(const Packet& right) const;
////////////////////////////////////////////////////////////
/// \brief Check if the packet can extract a given number of bytes
///
/// This function updates accordingly the state of the packet.
///
/// \param size Size to check
///
/// \return True if \a size bytes can be read from the packet
///
////////////////////////////////////////////////////////////
bool checkSize(std::size_t size);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<char> m_data; ///< Data stored in the packet
std::size_t m_readPos; ///< Current reading position in the packet
std::size_t m_sendPos; ///< Current send position in the packet (for handling partial sends)
bool m_isValid; ///< Reading state of the packet
};
} // namespace sf
#endif // SFML_PACKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::Packet
/// \ingroup network
///
/// Packets provide a safe and easy way to serialize data,
/// in order to send it over the network using sockets
/// (sf::TcpSocket, sf::UdpSocket).
///
/// Packets solve 2 fundamental problems that arise when
/// transferring data over the network:
/// \li data is interpreted correctly according to the endianness
/// \li the bounds of the packet are preserved (one send == one receive)
///
/// The sf::Packet class provides both input and output modes.
/// It is designed to follow the behavior of standard C++ streams,
/// using operators >> and << to extract and insert data.
///
/// It is recommended to use only fixed-size types (like sf::Int32, etc.),
/// to avoid possible differences between the sender and the receiver.
/// Indeed, the native C++ types may have different sizes on two platforms
/// and your data may be corrupted if that happens.
///
/// Usage example:
/// \code
/// sf::Uint32 x = 24;
/// std::string s = "hello";
/// double d = 5.89;
///
/// // Group the variables to send into a packet
/// sf::Packet packet;
/// packet << x << s << d;
///
/// // Send it over the network (socket is a valid sf::TcpSocket)
/// socket.send(packet);
///
/// -----------------------------------------------------------------
///
/// // Receive the packet at the other end
/// sf::Packet packet;
/// socket.receive(packet);
///
/// // Extract the variables contained in the packet
/// sf::Uint32 x;
/// std::string s;
/// double d;
/// if (packet >> x >> s >> d)
/// {
/// // Data extracted successfully...
/// }
/// \endcode
///
/// Packets have built-in operator >> and << overloads for
/// standard types:
/// \li bool
/// \li fixed-size integer types (sf::Int8/16/32, sf::Uint8/16/32)
/// \li floating point numbers (float, double)
/// \li string types (char*, wchar_t*, std::string, std::wstring, sf::String)
///
/// Like standard streams, it is also possible to define your own
/// overloads of operators >> and << in order to handle your
/// custom types.
///
/// \code
/// struct MyStruct
/// {
/// float number;
/// sf::Int8 integer;
/// std::string str;
/// };
///
/// sf::Packet& operator <<(sf::Packet& packet, const MyStruct& m)
/// {
/// return packet << m.number << m.integer << m.str;
/// }
///
/// sf::Packet& operator >>(sf::Packet& packet, MyStruct& m)
/// {
/// return packet >> m.number >> m.integer >> m.str;
/// }
/// \endcode
///
/// Packets also provide an extra feature that allows to apply
/// custom transformations to the data before it is sent,
/// and after it is received. This is typically used to
/// handle automatic compression or encryption of the data.
/// This is achieved by inheriting from sf::Packet, and overriding
/// the onSend and onReceive functions.
///
/// Here is an example:
/// \code
/// class ZipPacket : public sf::Packet
/// {
/// virtual const void* onSend(std::size_t& size)
/// {
/// const void* srcData = getData();
/// std::size_t srcSize = getDataSize();
///
/// return MySuperZipFunction(srcData, srcSize, &size);
/// }
///
/// virtual void onReceive(const void* data, std::size_t size)
/// {
/// std::size_t dstSize;
/// const void* dstData = MySuperUnzipFunction(data, size, &dstSize);
///
/// append(dstData, dstSize);
/// }
/// };
///
/// // Use like regular packets:
/// ZipPacket packet;
/// packet << x << s << d;
/// ...
/// \endcode
///
/// \see sf::TcpSocket, sf::UdpSocket
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_SOCKET_HPP
#define SFML_SOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/SocketHandle.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <vector>
namespace sf
{
class SocketSelector;
////////////////////////////////////////////////////////////
/// \brief Base class for all the socket types
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API Socket : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Status codes that may be returned by socket functions
///
////////////////////////////////////////////////////////////
enum Status
{
Done, ///< The socket has sent / received the data
NotReady, ///< The socket is not ready to send / receive data yet
Partial, ///< The socket sent a part of the data
Disconnected, ///< The TCP socket has been disconnected
Error ///< An unexpected error happened
};
////////////////////////////////////////////////////////////
/// \brief Some special values used by sockets
///
////////////////////////////////////////////////////////////
enum
{
AnyPort = 0 ///< Special value that tells the system to pick any available port
};
public:
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~Socket();
////////////////////////////////////////////////////////////
/// \brief Set the blocking state of the socket
///
/// In blocking mode, calls will not return until they have
/// completed their task. For example, a call to Receive in
/// blocking mode won't return until some data was actually
/// received.
/// In non-blocking mode, calls will always return immediately,
/// using the return code to signal whether there was data
/// available or not.
/// By default, all sockets are blocking.
///
/// \param blocking True to set the socket as blocking, false for non-blocking
///
/// \see isBlocking
///
////////////////////////////////////////////////////////////
void setBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// \brief Tell whether the socket is in blocking or non-blocking mode
///
/// \return True if the socket is blocking, false otherwise
///
/// \see setBlocking
///
////////////////////////////////////////////////////////////
bool isBlocking() const;
protected:
////////////////////////////////////////////////////////////
/// \brief Types of protocols that the socket can use
///
////////////////////////////////////////////////////////////
enum Type
{
Tcp, ///< TCP protocol
Udp ///< UDP protocol
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor can only be accessed by derived classes.
///
/// \param type Type of the socket (TCP or UDP)
///
////////////////////////////////////////////////////////////
Socket(Type type);
////////////////////////////////////////////////////////////
/// \brief Return the internal handle of the socket
///
/// The returned handle may be invalid if the socket
/// was not created yet (or already destroyed).
/// This function can only be accessed by derived classes.
///
/// \return The internal (OS-specific) handle of the socket
///
////////////////////////////////////////////////////////////
SocketHandle getHandle() const;
////////////////////////////////////////////////////////////
/// \brief Create the internal representation of the socket
///
/// This function can only be accessed by derived classes.
///
////////////////////////////////////////////////////////////
void create();
////////////////////////////////////////////////////////////
/// \brief Create the internal representation of the socket
/// from a socket handle
///
/// This function can only be accessed by derived classes.
///
/// \param handle OS-specific handle of the socket to wrap
///
////////////////////////////////////////////////////////////
void create(SocketHandle handle);
////////////////////////////////////////////////////////////
/// \brief Close the socket gracefully
///
/// This function can only be accessed by derived classes.
///
////////////////////////////////////////////////////////////
void close();
private:
friend class SocketSelector;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Type m_type; ///< Type of the socket (TCP or UDP)
SocketHandle m_socket; ///< Socket descriptor
bool m_isBlocking; ///< Current blocking mode of the socket
};
} // namespace sf
#endif // SFML_SOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::Socket
/// \ingroup network
///
/// This class mainly defines internal stuff to be used by
/// derived classes.
///
/// The only public features that it defines, and which
/// is therefore common to all the socket classes, is the
/// blocking state. All sockets can be set as blocking or
/// non-blocking.
///
/// In blocking mode, socket functions will hang until
/// the operation completes, which means that the entire
/// program (well, in fact the current thread if you use
/// multiple ones) will be stuck waiting for your socket
/// operation to complete.
///
/// In non-blocking mode, all the socket functions will
/// return immediately. If the socket is not ready to complete
/// the requested operation, the function simply returns
/// the proper status code (Socket::NotReady).
///
/// The default mode, which is blocking, is the one that is
/// generally used, in combination with threads or selectors.
/// The non-blocking mode is rather used in real-time
/// applications that run an endless loop that can poll
/// the socket often enough, and cannot afford blocking
/// this loop.
///
/// \see sf::TcpListener, sf::TcpSocket, sf::UdpSocket
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_SOCKETHANDLE_HPP
#define SFML_SOCKETHANDLE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#if defined(SFML_SYSTEM_WINDOWS)
#include <basetsd.h>
#endif
namespace sf
{
////////////////////////////////////////////////////////////
// Define the low-level socket handle type, specific to
// each platform
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS)
typedef UINT_PTR SocketHandle;
#else
typedef int SocketHandle;
#endif
} // namespace sf
#endif // SFML_SOCKETHANDLE_HPP

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_SOCKETSELECTOR_HPP
#define SFML_SOCKETSELECTOR_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/System/Time.hpp>
namespace sf
{
class Socket;
////////////////////////////////////////////////////////////
/// \brief Multiplexer that allows to read from multiple sockets
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API SocketSelector
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
SocketSelector();
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
SocketSelector(const SocketSelector& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~SocketSelector();
////////////////////////////////////////////////////////////
/// \brief Add a new socket to the selector
///
/// This function keeps a weak reference to the socket,
/// so you have to make sure that the socket is not destroyed
/// while it is stored in the selector.
/// This function does nothing if the socket is not valid.
///
/// \param socket Reference to the socket to add
///
/// \see remove, clear
///
////////////////////////////////////////////////////////////
void add(Socket& socket);
////////////////////////////////////////////////////////////
/// \brief Remove a socket from the selector
///
/// This function doesn't destroy the socket, it simply
/// removes the reference that the selector has to it.
///
/// \param socket Reference to the socket to remove
///
/// \see add, clear
///
////////////////////////////////////////////////////////////
void remove(Socket& socket);
////////////////////////////////////////////////////////////
/// \brief Remove all the sockets stored in the selector
///
/// This function doesn't destroy any instance, it simply
/// removes all the references that the selector has to
/// external sockets.
///
/// \see add, remove
///
////////////////////////////////////////////////////////////
void clear();
////////////////////////////////////////////////////////////
/// \brief Wait until one or more sockets are ready to receive
///
/// This function returns as soon as at least one socket has
/// some data available to be received. To know which sockets are
/// ready, use the isReady function.
/// If you use a timeout and no socket is ready before the timeout
/// is over, the function returns false.
///
/// \param timeout Maximum time to wait, (use Time::Zero for infinity)
///
/// \return True if there are sockets ready, false otherwise
///
/// \see isReady
///
////////////////////////////////////////////////////////////
bool wait(Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
/// \brief Test a socket to know if it is ready to receive data
///
/// This function must be used after a call to Wait, to know
/// which sockets are ready to receive data. If a socket is
/// ready, a call to receive will never block because we know
/// that there is data available to read.
/// Note that if this function returns true for a TcpListener,
/// this means that it is ready to accept a new connection.
///
/// \param socket Socket to test
///
/// \return True if the socket is ready to read, false otherwise
///
/// \see isReady
///
////////////////////////////////////////////////////////////
bool isReady(Socket& socket) const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
SocketSelector& operator =(const SocketSelector& right);
private:
struct SocketSelectorImpl;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SocketSelectorImpl* m_impl; ///< Opaque pointer to the implementation (which requires OS-specific types)
};
} // namespace sf
#endif // SFML_SOCKETSELECTOR_HPP
////////////////////////////////////////////////////////////
/// \class sf::SocketSelector
/// \ingroup network
///
/// Socket selectors provide a way to wait until some data is
/// available on a set of sockets, instead of just one. This
/// is convenient when you have multiple sockets that may
/// possibly receive data, but you don't know which one will
/// be ready first. In particular, it avoids to use a thread
/// for each socket; with selectors, a single thread can handle
/// all the sockets.
///
/// All types of sockets can be used in a selector:
/// \li sf::TcpListener
/// \li sf::TcpSocket
/// \li sf::UdpSocket
///
/// A selector doesn't store its own copies of the sockets
/// (socket classes are not copyable anyway), it simply keeps
/// a reference to the original sockets that you pass to the
/// "add" function. Therefore, you can't use the selector as a
/// socket container, you must store them outside and make sure
/// that they are alive as long as they are used in the selector.
///
/// Using a selector is simple:
/// \li populate the selector with all the sockets that you want to observe
/// \li make it wait until there is data available on any of the sockets
/// \li test each socket to find out which ones are ready
///
/// Usage example:
/// \code
/// // Create a socket to listen to new connections
/// sf::TcpListener listener;
/// listener.listen(55001);
///
/// // Create a list to store the future clients
/// std::list<sf::TcpSocket*> clients;
///
/// // Create a selector
/// sf::SocketSelector selector;
///
/// // Add the listener to the selector
/// selector.add(listener);
///
/// // Endless loop that waits for new connections
/// while (running)
/// {
/// // Make the selector wait for data on any socket
/// if (selector.wait())
/// {
/// // Test the listener
/// if (selector.isReady(listener))
/// {
/// // The listener is ready: there is a pending connection
/// sf::TcpSocket* client = new sf::TcpSocket;
/// if (listener.accept(*client) == sf::Socket::Done)
/// {
/// // Add the new client to the clients list
/// clients.push_back(client);
///
/// // Add the new client to the selector so that we will
/// // be notified when he sends something
/// selector.add(*client);
/// }
/// else
/// {
/// // Error, we won't get a new connection, delete the socket
/// delete client;
/// }
/// }
/// else
/// {
/// // The listener socket is not ready, test all other sockets (the clients)
/// for (std::list<sf::TcpSocket*>::iterator it = clients.begin(); it != clients.end(); ++it)
/// {
/// sf::TcpSocket& client = **it;
/// if (selector.isReady(client))
/// {
/// // The client has sent some data, we can receive it
/// sf::Packet packet;
/// if (client.receive(packet) == sf::Socket::Done)
/// {
/// ...
/// }
/// }
/// }
/// }
/// }
/// }
/// \endcode
///
/// \see sf::Socket
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_TCPLISTENER_HPP
#define SFML_TCPLISTENER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/IpAddress.hpp>
namespace sf
{
class TcpSocket;
////////////////////////////////////////////////////////////
/// \brief Socket that listens to new TCP connections
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API TcpListener : public Socket
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
TcpListener();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not listening to a port, this function
/// returns 0.
///
/// \return Port to which the socket is bound
///
/// \see listen
///
////////////////////////////////////////////////////////////
unsigned short getLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Start listening for connections
///
/// This functions makes the socket listen to the specified
/// port, waiting for new connections.
/// If the socket was previously listening to another port,
/// it will be stopped first and bound to the new port.
///
/// \param port Port to listen for new connections
/// \param address Address of the interface to listen on
///
/// \return Status code
///
/// \see accept, close
///
////////////////////////////////////////////////////////////
Status listen(unsigned short port, const IpAddress& address = IpAddress::Any);
////////////////////////////////////////////////////////////
/// \brief Stop listening and close the socket
///
/// This function gracefully stops the listener. If the
/// socket is not listening, this function has no effect.
///
/// \see listen
///
////////////////////////////////////////////////////////////
void close();
////////////////////////////////////////////////////////////
/// \brief Accept a new connection
///
/// If the socket is in blocking mode, this function will
/// not return until a connection is actually received.
///
/// \param socket Socket that will hold the new connection
///
/// \return Status code
///
/// \see listen
///
////////////////////////////////////////////////////////////
Status accept(TcpSocket& socket);
};
} // namespace sf
#endif // SFML_TCPLISTENER_HPP
////////////////////////////////////////////////////////////
/// \class sf::TcpListener
/// \ingroup network
///
/// A listener socket is a special type of socket that listens to
/// a given port and waits for connections on that port.
/// This is all it can do.
///
/// When a new connection is received, you must call accept and
/// the listener returns a new instance of sf::TcpSocket that
/// is properly initialized and can be used to communicate with
/// the new client.
///
/// Listener sockets are specific to the TCP protocol,
/// UDP sockets are connectionless and can therefore communicate
/// directly. As a consequence, a listener socket will always
/// return the new connections as sf::TcpSocket instances.
///
/// A listener is automatically closed on destruction, like all
/// other types of socket. However if you want to stop listening
/// before the socket is destroyed, you can call its close()
/// function.
///
/// Usage example:
/// \code
/// // Create a listener socket and make it wait for new
/// // connections on port 55001
/// sf::TcpListener listener;
/// listener.listen(55001);
///
/// // Endless loop that waits for new connections
/// while (running)
/// {
/// sf::TcpSocket client;
/// if (listener.accept(client) == sf::Socket::Done)
/// {
/// // A new client just connected!
/// std::cout << "New connection received from " << client.getRemoteAddress() << std::endl;
/// doSomethingWith(client);
/// }
/// }
/// \endcode
///
/// \see sf::TcpSocket, sf::Socket
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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 <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/System/Time.hpp>
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
///
/// To be able to handle partial sends over non-blocking
/// sockets, use the send(const void*, std::size_t, std::size_t&)
/// overload instead.
/// 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 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
/// \param sent The number of bytes sent will be written here
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(const void* data, std::size_t size, std::size_t& sent);
////////////////////////////////////////////////////////////
/// \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
///
/// In non-blocking mode, if this function returns sf::Socket::Partial,
/// you \em must retry sending the same unmodified packet before sending
/// anything else in order to guarantee the packet arrives at the remote
/// peer uncorrupted.
/// 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<char> 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 explicitly 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
///
////////////////////////////////////////////////////////////

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_UDPSOCKET_HPP
#define SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <SFML/Network/IpAddress.hpp>
#include <vector>
namespace sf
{
class Packet;
////////////////////////////////////////////////////////////
/// \brief Specialized socket using the UDP protocol
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API UdpSocket : public Socket
{
public:
////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////
enum
{
MaxDatagramSize = 65507 ///< The maximum number of bytes that can be sent in a single UDP datagram
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
UdpSocket();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not bound to a port, this function
/// returns 0.
///
/// \return Port to which the socket is bound
///
/// \see bind
///
////////////////////////////////////////////////////////////
unsigned short getLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Bind the socket to a specific port
///
/// Binding the socket to a port is necessary for being
/// able to receive data on that port.
/// You can use the special value Socket::AnyPort to tell the
/// system to automatically pick an available port, and then
/// call getLocalPort to retrieve the chosen port.
///
/// \param port Port to bind the socket to
/// \param address Address of the interface to bind to
///
/// \return Status code
///
/// \see unbind, getLocalPort
///
////////////////////////////////////////////////////////////
Status bind(unsigned short port, const IpAddress& address = IpAddress::Any);
////////////////////////////////////////////////////////////
/// \brief Unbind the socket from the local port to which it is bound
///
/// The port that the socket was previously bound to is immediately
/// made available to the operating system after this function is called.
/// This means that a subsequent call to bind() will be able to re-bind
/// the port if no other process has done so in the mean time.
/// If the socket is not bound to a port, this function has no effect.
///
/// \see bind
///
////////////////////////////////////////////////////////////
void unbind();
////////////////////////////////////////////////////////////
/// \brief Send raw data to a remote peer
///
/// Make sure that \a size is not greater than
/// UdpSocket::MaxDatagramSize, otherwise this function will
/// fail and no data will be sent.
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(const void* data, std::size_t size, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive raw data from a remote peer
///
/// In blocking mode, this function will wait until some
/// bytes are actually received.
/// Be careful to use a buffer which is large enough for
/// the data that you intend to receive, if it is too small
/// then an error will be returned and *all* the data will
/// be lost.
///
/// \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
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(void* data, std::size_t size, std::size_t& received, IpAddress& remoteAddress, unsigned short& remotePort);
////////////////////////////////////////////////////////////
/// \brief Send a formatted packet of data to a remote peer
///
/// Make sure that the packet size is not greater than
/// UdpSocket::MaxDatagramSize, otherwise this function will
/// fail and no data will be sent.
///
/// \param packet Packet to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(Packet& packet, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive a formatted packet of data from a remote peer
///
/// In blocking mode, this function will wait until the whole packet
/// has been received.
///
/// \param packet Packet to fill with the received data
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort);
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<char> m_buffer; ///< Temporary buffer holding the received data in Receive(Packet)
};
} // namespace sf
#endif // SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::UdpSocket
/// \ingroup network
///
/// A UDP socket is a connectionless socket. Instead of
/// connecting once to a remote host, like TCP sockets,
/// it can send to and receive from any host at any time.
///
/// It is a datagram protocol: bounded blocks of data (datagrams)
/// are transfered over the network rather than a continuous
/// stream of data (TCP). Therefore, one call to send will always
/// match one call to receive (if the datagram is not lost),
/// with the same data that was sent.
///
/// The UDP protocol is lightweight but unreliable. Unreliable
/// means that datagrams may be duplicated, be lost or
/// arrive reordered. However, if a datagram arrives, its
/// data is guaranteed to be valid.
///
/// UDP is generally used for real-time communication
/// (audio or video streaming, real-time games, etc.) where
/// speed is crucial and lost data doesn't matter much.
///
/// 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, whereas 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.
///
/// It is important to note that UdpSocket is unable to send
/// datagrams bigger than MaxDatagramSize. In this case, it
/// returns an error and doesn't send anything. This applies
/// to both raw data and packets. Indeed, even packets are
/// unable to split and recompose data, due to the unreliability
/// of the protocol (dropped, mixed or duplicated datagrams may
/// lead to a big mess when trying to recompose a packet).
///
/// If the socket is bound to a port, it is automatically
/// unbound from it when the socket is destroyed. However,
/// you can unbind the socket explicitly with the Unbind
/// function if necessary, to stop receiving messages or
/// make the port available for other sockets.
///
/// Usage example:
/// \code
/// // ----- The client -----
///
/// // Create a socket and bind it to the port 55001
/// sf::UdpSocket socket;
/// socket.bind(55001);
///
/// // Send a message to 192.168.1.50 on port 55002
/// std::string message = "Hi, I am " + sf::IpAddress::getLocalAddress().toString();
/// socket.send(message.c_str(), message.size() + 1, "192.168.1.50", 55002);
///
/// // Receive an answer (most likely from 192.168.1.50, but could be anyone else)
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // ----- The server -----
///
/// // Create a socket and bind it to the port 55002
/// sf::UdpSocket socket;
/// socket.bind(55002);
///
/// // Receive a message from anyone
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // Send an answer
/// std::string message = "Welcome " + sender.toString();
/// socket.send(message.c_str(), message.size() + 1, sender, port);
/// \endcode
///
/// \see sf::Socket, sf::TcpSocket, sf::Packet
///
////////////////////////////////////////////////////////////