-// sg_socket.hxx -- Socket I/O routines
-//
+/**
+ * \file sg_socket.hxx
+ * Socket I/O routines.
+ */
+
// Written by Curtis Olson, started November 1999.
//
-// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1999 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#include <simgear/compiler.h>
-#include STL_STRING
+#include <string>
#include <simgear/math/sg_types.hxx>
#include <simgear/io/iochannel.hxx>
-FG_USING_STD(string);
+#include <plib/netSocket.h>
-#if defined(_MSC_VER)
-# include <winsock.h>
-#endif
+using std::string;
#define SG_MAX_SOCKET_QUEUE 32
+/**
+ * A socket I/O class based on SGIOChannel.
+ */
class SGSocket : public SGIOChannel {
public:
-#if defined(_MSC_VER)
- typedef SOCKET SocketType;
-#else
- typedef int SocketType;
-# define INVALID_SOCKET (-1)
-#endif
-
private:
string hostname;
string port_str;
char save_buf[ 2 * SG_IO_MAX_MSG_SIZE ];
int save_len;
- SocketType sock;
- SocketType msgsock;
- short unsigned int port;
- int sock_style; // SOCK_STREAM or SOCK_DGRAM
-
+ netSocket sock;
+ netSocket* client;
+ unsigned short port;
+ bool is_tcp;
+ bool is_server;
bool first_read;
+ int timeout;
+
+ static bool init;
// make a server (master listening) socket
- SocketType make_server_socket();
+ bool make_server_socket();
// make a client socket
- SocketType make_client_socket();
+ bool make_client_socket();
- // wrapper functions
- size_t readsocket( int fd, void *buf, size_t count );
- size_t writesocket( int fd, const void *buf, size_t count );
-#if !defined(_MSC_VER)
- int closesocket(int fd);
-#endif
-
-#if defined(_MSC_VER)
- // Ensure winsock has been initialised.
- static bool wsock_init;
- static bool wsastartup();
-#endif
+ // Poll for new connections or data to read.
+ int poll();
public:
+ /**
+ * Create an instance of SGSocket.
+ *
+ * When calling the constructor you need to provide a host name, a
+ * port number, and a socket style. The convention used by the
+ * SGSocket class is that the server side listens and the client
+ * side sends. For a server socket, the host name should be
+ * empty. For a server, the port number is optional, if you do not
+ * specify a port, the system will assign one. For a client
+ * socket, you need to specify both a destination host and
+ * destination port. For both client and server sockets you must
+ * specify the socket type. Type must be either udp or tcp. Here's
+ * a quick breakdown of the major differences between UDP and TCP
+ * type sockets.
+ *
+ * TCP sockets are the type where you establish a connection and
+ * then can read and write to the socket from both ends. If one
+ * end of TCP socket connect quits, the other end will likely
+ * segfault if it doesn't take special precautions. But, the nice
+ * thing about TCP connections is that the underlying protocol
+ * guarantees that your message will get through. This imposes a
+ * certain performance overhead though on the communication
+ * because the protocol must resend failed messages. TCP sockets
+ * are good for sending periodic command/response type messages
+ * where performance isn't a big issues, but reliability is.
+ *
+ * UDP sockets on the other hand are a lower level protocol and
+ * don't have the same sort of connection as TCP sockets. With UDP
+ * sockets, the server end just sits and listens for incoming
+ * packets from anywhere. The client end sends it's message and
+ * forgets about it. It doesn't care if there isn't even a server
+ * out there listening and all the packets are getting
+ * lost. Although systems/networks usually do a pretty good job
+ * (statistically) of getting your UDP packets to their
+ * destination, there is no guarantee that any particular packet
+ * will make it. But, because of this low level implementation and
+ * lack of error checking, UDP packets are much faster and
+ * efficient. UDP packets are good for sending positional
+ * information to synchronize two applications. In this case, you
+ * want the information to arrive as quickly as possible, and if
+ * you lose a packet, you'd rather get new updated information
+ * rather than have the system waste time resending a packet that
+ * is becoming older and older with every retry.
+ * @param host name of host if direction is SG_IO_OUT or SG_IO_BI
+ * @param port port number if we care to choose one.
+ * @param style specify "udp" or "tcp"
+ */
SGSocket( const string& host, const string& port, const string& style );
+
+ /** Destructor */
~SGSocket();
// If specified as a server (in direction for now) open the master
// close file
bool close();
- // Enable non-blocking mode.
+ /**
+ * Enable non-blocking mode.
+ * @return success/failure
+ */
bool nonblock();
+ // set timeout (default: 0)
+ inline void set_timeout(int i) { timeout = i; }
+
+ /** @return the remote host name */
inline string get_hostname() const { return hostname; }
+
+ /** @return the port number (in string form) */
inline string get_port_str() const { return port_str; }
};
#endif // _SG_SOCKET_HXX
-
-