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cuberite-2a/source/cSocket.cpp
madmaxoft@gmail.com 48d30d6ab4 Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;
Global player-kicking function (cServer, cRoot);
More char * -> AString conversion

git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-02-01 22:38:03 +00:00

200 lines
3.2 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cSocket.h"
#ifndef _WIN32
#include <netdb.h>
#include <unistd.h>
// #include <sys/socket.h>
// #include <netinet/in.h>
#include <arpa/inet.h> //inet_ntoa()
#else
#define socklen_t int
#endif
cSocket::cSocket( xSocket a_Socket )
: m_Socket( a_Socket )
, m_IPString( 0 )
{
}
cSocket::~cSocket()
{
}
cSocket::operator const cSocket::xSocket() const
{
return m_Socket;
}
cSocket::xSocket cSocket::GetSocket() const
{
return m_Socket;
}
void cSocket::CloseSocket()
{
#ifdef _WIN32
closesocket(m_Socket);
#else
if( shutdown(m_Socket, SHUT_RDWR) != 0 )//SD_BOTH);
LOGWARN("Error on shutting down socket (%s)", m_IPString );
if( close(m_Socket) != 0 )
LOGWARN("Error closing socket (%s)", m_IPString );
#endif
}
const char* cSocket::GetLastErrorString()
{
#define CASE_AND_RETURN( x ) case x: return #x
#ifdef _WIN32
switch( WSAGetLastError() )
{
CASE_AND_RETURN( WSANOTINITIALISED );
CASE_AND_RETURN( WSAENETDOWN );
CASE_AND_RETURN( WSAEFAULT );
CASE_AND_RETURN( WSAENOTCONN );
CASE_AND_RETURN( WSAEINTR );
CASE_AND_RETURN( WSAEINPROGRESS );
CASE_AND_RETURN( WSAENETRESET );
CASE_AND_RETURN( WSAENOTSOCK );
CASE_AND_RETURN( WSAEOPNOTSUPP );
CASE_AND_RETURN( WSAESHUTDOWN );
CASE_AND_RETURN( WSAEWOULDBLOCK );
CASE_AND_RETURN( WSAEMSGSIZE );
CASE_AND_RETURN( WSAEINVAL );
CASE_AND_RETURN( WSAECONNABORTED );
CASE_AND_RETURN( WSAETIMEDOUT );
CASE_AND_RETURN( WSAECONNRESET );
}
return "No Error";
#else
return "GetLastErrorString() only works on Windows";
#endif
}
int cSocket::SetReuseAddress()
{
#ifdef _WIN32
char yes = 1;
#else
int yes = 1;
#endif
return setsockopt( m_Socket, SOL_SOCKET, SO_REUSEADDR, &yes, sizeof(int) );
}
int cSocket::WSAStartup()
{
#ifdef _WIN32
WSADATA wsaData;
memset( &wsaData, 0, sizeof( wsaData ) );
return ::WSAStartup( MAKEWORD(2, 2),&wsaData);
#else
return 0;
#endif
}
cSocket cSocket::CreateSocket()
{
return socket(AF_INET,SOCK_STREAM,0);
}
int cSocket::Bind( SockAddr_In& a_Address )
{
sockaddr_in local;
if( a_Address.Family == ADDRESS_FAMILY_INTERNET )
local.sin_family = AF_INET;
if( a_Address.Address == INTERNET_ADDRESS_ANY )
local.sin_addr.s_addr = INADDR_ANY;
local.sin_port=htons( (u_short)a_Address.Port );
return bind( m_Socket, (sockaddr*)&local, sizeof(local));
}
int cSocket::Listen( int a_Backlog )
{
return listen( m_Socket, a_Backlog );
}
cSocket cSocket::Accept()
{
sockaddr_in from;
socklen_t fromlen=sizeof(from);
cSocket SClient = accept( m_Socket, (sockaddr*)&from, &fromlen);
if( from.sin_addr.s_addr && SClient.IsValid() ) // Get IP in string form
{
SClient.m_IPString = inet_ntoa(from.sin_addr);
//LOG("cSocket::Accept() %s", SClient.m_IPString );
}
return SClient;
}
int cSocket::Receive( char* a_Buffer, unsigned int a_Length, unsigned int a_Flags )
{
return recv(m_Socket, a_Buffer, a_Length, a_Flags);
}