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cuberite-2a/src/OSSupport/Socket.h

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#pragma once
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// Windows and MacOSX don't have the MSG_NOSIGNAL flag
#if ( \
defined(_WIN32) || \
(defined(__APPLE__) && defined(__MACH__)) \
)
#define MSG_NOSIGNAL (0)
#endif
#include "Errors.h"
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class cSocket
{
public:
enum eFamily
{
IPv4 = AF_INET,
IPv6 = AF_INET6,
#ifdef _WIN32
ErrWouldBlock = WSAEWOULDBLOCK,
#else
ErrWouldBlock = EWOULDBLOCK,
#endif
} ;
#ifdef _WIN32
typedef SOCKET xSocket;
#else
typedef int xSocket;
static const int INVALID_SOCKET = -1;
#endif
cSocket(void) : m_Socket(INVALID_SOCKET) {}
cSocket(xSocket a_Socket);
bool IsValid(void) const { return IsValidSocket(m_Socket); }
void CloseSocket(void);
/** Notifies the socket that we don't expect any more reads nor writes on it.
Most TCPIP implementations use this to send the FIN flag in a packet */
void ShutdownReadWrite(void);
operator xSocket(void) const;
xSocket GetSocket(void) const;
bool operator == (const cSocket & a_Other) {return m_Socket == a_Other.m_Socket; }
void SetSocket(xSocket a_Socket);
/// Sets the address-reuse socket flag; returns true on success
bool SetReuseAddress(void);
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/// Initializes the network stack. Returns 0 on success, or another number as an error code.
static int WSAStartup(void);
static int GetLastError();
static AString GetLastErrorString(void)
{
return GetOSErrorString(GetLastError());
}
/// Creates a new socket of the specified address family
static cSocket CreateSocket(eFamily a_Family);
inline static bool IsSocketError(int a_ReturnedValue)
{
#ifdef _WIN32
return (a_ReturnedValue == SOCKET_ERROR || a_ReturnedValue == 0);
#else
return (a_ReturnedValue <= 0);
#endif
}
static bool IsValidSocket(xSocket a_Socket);
static const unsigned short ANY_PORT = 0; // When given to Bind() functions, they will find a free port
static const int DEFAULT_BACKLOG = 10;
/// Binds to the specified port on "any" interface (0.0.0.0). Returns true if successful.
bool BindToAnyIPv4(unsigned short a_Port);
/// Binds to the specified port on "any" interface (::/128). Returns true if successful.
bool BindToAnyIPv6(unsigned short a_Port);
/// Binds to the specified port on localhost interface (127.0.0.1) through IPv4. Returns true if successful.
bool BindToLocalhostIPv4(unsigned short a_Port);
/// Sets the socket to listen for incoming connections. Returns true if successful.
bool Listen(int a_Backlog = DEFAULT_BACKLOG);
/// Accepts an IPv4 incoming connection. Blocks if none available.
cSocket AcceptIPv4(void);
/// Accepts an IPv6 incoming connection. Blocks if none available.
cSocket AcceptIPv6(void);
/// Connects to a localhost socket on the specified port using IPv4; returns true if successful.
bool ConnectToLocalhostIPv4(unsigned short a_Port);
/// Connects to the specified host or string IP address and port, using IPv4. Returns true if successful.
bool ConnectIPv4(const AString & a_HostNameOrAddr, unsigned short a_Port);
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int Receive(char * a_Buffer, size_t a_Length, unsigned int a_Flags);
int Send (const char * a_Buffer, size_t a_Length);
unsigned short GetPort(void) const; // Returns 0 on failure
const AString & GetIPString(void) const { return m_IPString; }
/** Sets the socket into non-blocking mode */
void SetNonBlocking(void);
private:
xSocket m_Socket;
AString m_IPString;
};