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diff --git a/src/oscpack/UdpSocket.h b/src/oscpack/UdpSocket.h
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+/*
+ oscpack -- Open Sound Control packet manipulation library
+ http://www.audiomulch.com/~rossb/oscpack
+
+ Copyright (c) 2004-2005 Ross Bencina <rossb@audiomulch.com>
+
+ Permission is hereby granted, free of charge, to any person obtaining
+ a copy of this software and associated documentation files
+ (the "Software"), to deal in the Software without restriction,
+ including without limitation the rights to use, copy, modify, merge,
+ publish, distribute, sublicense, and/or sell copies of the Software,
+ and to permit persons to whom the Software is furnished to do so,
+ subject to the following conditions:
+
+ The above copyright notice and this permission notice shall be
+ included in all copies or substantial portions of the Software.
+
+ Any person wishing to distribute modifications to the Software is
+ requested to send the modifications to the original developer so that
+ they can be incorporated into the canonical version.
+
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
+ ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
+ CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+*/
+#ifndef INCLUDED_UDPSOCKET_H
+#define INCLUDED_UDPSOCKET_H
+
+#ifndef INCLUDED_NETWORKINGUTILITIES_H
+#include "NetworkingUtils.h"
+#endif /* INCLUDED_NETWORKINGUTILITIES_H */
+
+#ifndef INCLUDED_IPENDPOINTNAME_H
+#include "IpEndpointName.h"
+#endif /* INCLUDED_IPENDPOINTNAME_H */
+
+
+class PacketListener;
+class TimerListener;
+
+class UdpSocket;
+
+class SocketReceiveMultiplexer{
+ class Implementation;
+ Implementation *impl_;
+
+ friend class UdpSocket;
+
+public:
+ SocketReceiveMultiplexer();
+ ~SocketReceiveMultiplexer();
+
+ // only call the attach/detach methods _before_ calling Run
+
+ // only one listener per socket, each socket at most once
+ void AttachSocketListener( UdpSocket *socket, PacketListener *listener );
+ void DetachSocketListener( UdpSocket *socket, PacketListener *listener );
+
+ void AttachPeriodicTimerListener( int periodMilliseconds, TimerListener *listener );
+ void AttachPeriodicTimerListener(
+ int initialDelayMilliseconds, int periodMilliseconds, TimerListener *listener );
+ void DetachPeriodicTimerListener( TimerListener *listener );
+
+ void Run(); // loop and block processing messages indefinitely
+ void RunUntilSigInt();
+ void Break(); // call this from a listener to exit once the listener returns
+ void AsynchronousBreak(); // call this from another thread or signal handler to exit the Run() state
+};
+
+
+class UdpSocket{
+ class Implementation;
+ Implementation *impl_;
+
+ friend class SocketReceiveMultiplexer::Implementation;
+
+public:
+
+ // ctor throws std::runtime_error if there's a problem
+ // initializing the socket.
+ UdpSocket();
+ virtual ~UdpSocket();
+
+ // the socket is created in an unbound, unconnected state
+ // such a socket can only be used to send to an arbitrary
+ // address using SendTo(). To use Send() you need to first
+ // connect to a remote endpoint using Connect(). To use
+ // ReceiveFrom you need to first bind to a local endpoint
+ // using Bind().
+
+ // retrieve the local endpoint name when sending to 'to'
+ IpEndpointName LocalEndpointFor( const IpEndpointName& remoteEndpoint ) const;
+
+ // Connect to a remote endpoint which is used as the target
+ // for calls to Send()
+ void Connect( const IpEndpointName& remoteEndpoint );
+ void Send( const char *data, int size );
+ void SendTo( const IpEndpointName& remoteEndpoint, const char *data, int size );
+
+
+ // Bind a local endpoint to receive incoming data. Endpoint
+ // can be 'any' for the system to choose an endpoint
+ void Bind( const IpEndpointName& localEndpoint );
+ bool IsBound() const;
+
+ int ReceiveFrom( IpEndpointName& remoteEndpoint, char *data, int size );
+};
+
+
+// convenience classes for transmitting and receiving
+// they just call Connect and/or Bind in the ctor.
+// note that you can still use a receive socket
+// for transmitting etc
+
+class UdpTransmitSocket : public UdpSocket{
+public:
+ UdpTransmitSocket( const IpEndpointName& remoteEndpoint )
+ { Connect( remoteEndpoint ); }
+};
+
+
+class UdpReceiveSocket : public UdpSocket{
+public:
+ UdpReceiveSocket( const IpEndpointName& localEndpoint )
+ { Bind( localEndpoint ); }
+};
+
+
+// UdpListeningReceiveSocket provides a simple way to bind one listener
+// to a single socket without having to manually set up a SocketReceiveMultiplexer
+
+class UdpListeningReceiveSocket : public UdpSocket{
+ SocketReceiveMultiplexer mux_;
+ PacketListener *listener_;
+public:
+ UdpListeningReceiveSocket( const IpEndpointName& localEndpoint, PacketListener *listener )
+ : listener_( listener )
+ {
+ Bind( localEndpoint );
+ mux_.AttachSocketListener( this, listener_ );
+ }
+
+ ~UdpListeningReceiveSocket()
+ { mux_.DetachSocketListener( this, listener_ ); }
+
+ // see SocketReceiveMultiplexer above for the behaviour of these methods...
+ void Run() { mux_.Run(); }
+ void RunUntilSigInt() { mux_.RunUntilSigInt(); }
+ void Break() { mux_.Break(); }
+ void AsynchronousBreak() { mux_.AsynchronousBreak(); }
+};
+
+
+#endif /* INCLUDED_UDPSOCKET_H */