break the network code. Too late to set up a branch for this now
#ifndef NETWORK_SOCKET_HH
#define NETWORK_SOCKET_HH
#include "../Error.hh"
#include "Address.hh"
/*
* Platform-specific includes
*/
#ifndef WIN32
// linux
#include <sys/types.h>
#include <sys/socket.h>
#include <unistd.h>
#include <fcntl.h>
#define closesocket close
#else
#error "This network code won't compile on win32 :)"
#endif
#include <cerrno>
#include <cstring>
/**
* We use ClanLib's Socket API, but with our own extensions...
*/
class NetworkSocket {
private:
/** The file descriptor */
int fd;
/** Socket domain */
int family;
/** Socket type */
int socktype;
/** Socket protocol */
int protocol;
/**
* Has the socket been explicitly bind()'d? If so, force ourselves to use this socket in connect().
*/
bool bound;
/**
* Read/write signals
*/
CL_Signal_v0 _sig_read, _sig_write;
public:
/**
* Construct a socket of the specific type. Family and protocol can be left as NULL, but type should usually
* be specified.
*/
NetworkSocket (int family, int socktype, int protocol = 0);
/**
* Create a socket from the given pre-existing fd
*/
NetworkSocket (int fd);
/**
* Force-close the socket if it's still open
*/
~NetworkSocket (void);
private:
// XXX: nocopy
/**
* Create a new socket of the given type, unless we already have one
*/
void lazy_socket (int family, int type, int protocol);
/**
* Close, ignoring errors
*/
void force_close (void);
public:
/**
* Get the socket fd... promise not to break it
*/
int get_socket (void) const { return fd; }
/**
* Bind to a specific local address
*/
void bind (const NetworkAddress &addr);
/**
* Put socket into listen mode
*/
void listen (int backlog);
/**
* Get local address
*/
NetworkAddress get_local_address (void);
/**
* Get remote address
*/
NetworkAddress get_remote_address (void);
/**
* Make send/recv/connect non-blocking
*/
void set_nonblocking (bool nonblocking);
/**
* Accept a new connection, optionally giving the connection's source address
*/
NetworkSocket* accept (NetworkAddress *src);
/**
* Establish a new connection
*/
void connect (const NetworkAddress &addr);
/**
* Send, optionally using the specific destination
*
* @return number of bytes sent, zero if busy
* @throw NetworkSocketError on error
*/
size_t send (const char *buf, size_t size, const NetworkAddress *dest = NULL);
/**
* Recv, optionally storing the source in src
*
* @return number of bytes received, zero if none available
* @throw NetworkSocketEOFError if the connection was closed
* @throw NetworkSocketError on error
*/
size_t recv (char *buf, size_t size, NetworkAddress *src = NULL);
/**
* Close the socket
*/
void close (void);
/**
* Triggered when socket becomes readable
*/
CL_Signal_v0& sig_read (void) { return _sig_read; }
/**
* Triggered when socket becomes writeable after a send that returned zero
*/
CL_Signal_v0& sig_write (void) { return _sig_write; }
};
/**
* Base class for expcetions thrown by socket methods
*/
class NetworkSocketError : public Error {
protected:
static std::string build_str (const NetworkSocket &socket, const char *op, const char *err);
public:
NetworkSocketError (const NetworkSocket &socket, const char *op, const char *err);
};
/**
* Errno-enabled exception, most common type of NetworkSocketError
*/
class NetworkSocketOSError : public NetworkSocketError {
public:
NetworkSocketOSError (const NetworkSocket &socket, const char *op) :
NetworkSocketError(socket, op, strerror(errno)) { }
};
/**
* Recv returned EOF
*/
class NetworkSocketEOFError : public NetworkSocketError {
public:
NetworkSocketEOFError (const NetworkSocket &socket, const char *op) :
NetworkSocketError(socket, op, "EOF") { }
};
#endif /* NETWORK_SOCKET_HH */