AsyncSocket.h.svn-base
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- //
- // AsyncSocket.h
- //
- // This class is in the public domain.
- // Originally created by Dustin Voss on Wed Jan 29 2003.
- // Updated and maintained by Deusty Designs and the Mac development community.
- //
- // http://code.google.com/p/cocoaasyncsocket/
- //
- #import <Foundation/Foundation.h>
- @class AsyncSocket;
- @class AsyncReadPacket;
- @class AsyncWritePacket;
- extern NSString *const AsyncSocketException;
- extern NSString *const AsyncSocketErrorDomain;
- enum AsyncSocketError
- {
- AsyncSocketCFSocketError = kCFSocketError, // From CFSocketError enum.
- AsyncSocketNoError = 0, // Never used.
- AsyncSocketCanceledError, // onSocketWillConnect: returned NO.
- AsyncSocketReadMaxedOutError, // Reached set maxLength without completing
- AsyncSocketReadTimeoutError,
- AsyncSocketWriteTimeoutError
- };
- typedef enum AsyncSocketError AsyncSocketError;
- @interface NSObject (AsyncSocketDelegate)
- /**
- * In the event of an error, the socket is closed.
- * You may call "unreadData" during this call-back to get the last bit of data off the socket.
- * When connecting, this delegate method may be called
- * before"onSocket:didAcceptNewSocket:" or "onSocket:didConnectToHost:".
- **/
- - (void)onSocket:(AsyncSocket *)sock willDisconnectWithError:(NSError *)err;
- /**
- * Called when a socket disconnects with or without error. If you want to release a socket after it disconnects,
- * do so here. It is not safe to do that during "onSocket:willDisconnectWithError:".
- **/
- - (void)onSocketDidDisconnect:(AsyncSocket *)sock;
- /**
- * Called when a socket accepts a connection. Another socket is spawned to handle it. The new socket will have
- * the same delegate and will call "onSocket:didConnectToHost:port:".
- **/
- - (void)onSocket:(AsyncSocket *)sock didAcceptNewSocket:(AsyncSocket *)newSocket;
- /**
- * Called when a new socket is spawned to handle a connection. This method should return the run-loop of the
- * thread on which the new socket and its delegate should operate. If omitted, [NSRunLoop currentRunLoop] is used.
- **/
- - (NSRunLoop *)onSocket:(AsyncSocket *)sock wantsRunLoopForNewSocket:(AsyncSocket *)newSocket;
- /**
- * Called when a socket is about to connect. This method should return YES to continue, or NO to abort.
- * If aborted, will result in AsyncSocketCanceledError.
- *
- * If the connectToHost:onPort:error: method was called, the delegate will be able to access and configure the
- * CFReadStream and CFWriteStream as desired prior to connection.
- *
- * If the connectToAddress:error: method was called, the delegate will be able to access and configure the
- * CFSocket and CFSocketNativeHandle (BSD socket) as desired prior to connection. You will be able to access and
- * configure the CFReadStream and CFWriteStream in the onSocket:didConnectToHost:port: method.
- **/
- - (BOOL)onSocketWillConnect:(AsyncSocket *)sock;
- /**
- * Called when a socket connects and is ready for reading and writing.
- * The host parameter will be an IP address, not a DNS name.
- **/
- - (void)onSocket:(AsyncSocket *)sock didConnectToHost:(NSString *)host port:(UInt16)port;
- /**
- * Called when a socket has completed reading the requested data into memory.
- * Not called if there is an error.
- **/
- - (void)onSocket:(AsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag;
- /**
- * Called when a socket has read in data, but has not yet completed the read.
- * This would occur if using readToData: or readToLength: methods.
- * It may be used to for things such as updating progress bars.
- **/
- - (void)onSocket:(AsyncSocket *)sock didReadPartialDataOfLength:(CFIndex)partialLength tag:(long)tag;
- /**
- * Called when a socket has completed writing the requested data. Not called if there is an error.
- **/
- - (void)onSocket:(AsyncSocket *)sock didWriteDataWithTag:(long)tag;
- @end
- @interface AsyncSocket : NSObject
- {
- CFSocketRef theSocket; // IPv4 accept or connect socket
- CFSocketRef theSocket6; // IPv6 accept or connect socket
- CFReadStreamRef theReadStream;
- CFWriteStreamRef theWriteStream;
- CFRunLoopSourceRef theSource; // For theSocket
- CFRunLoopSourceRef theSource6; // For theSocket6
- CFRunLoopRef theRunLoop;
- CFSocketContext theContext;
- NSMutableArray *theReadQueue;
- AsyncReadPacket *theCurrentRead;
- NSTimer *theReadTimer;
- NSMutableData *partialReadBuffer;
-
- NSMutableArray *theWriteQueue;
- AsyncWritePacket *theCurrentWrite;
- NSTimer *theWriteTimer;
- id theDelegate;
- Byte theFlags;
-
- long theUserData;
- }
- - (id)init;
- - (id)initWithDelegate:(id)delegate;
- - (id)initWithDelegate:(id)delegate userData:(long)userData;
- /* String representation is long but has no "n". */
- - (NSString *)description;
- /**
- * Use "canSafelySetDelegate" to see if there is any pending business (reads and writes) with the current delegate
- * before changing it. It is, of course, safe to change the delegate before connecting or accepting connections.
- **/
- - (id)delegate;
- - (BOOL)canSafelySetDelegate;
- - (void)setDelegate:(id)delegate;
- /* User data can be a long, or an id or void * cast to a long. */
- - (long)userData;
- - (void)setUserData:(long)userData;
- /* Don't use these to read or write. And don't close them, either! */
- - (CFSocketRef)getCFSocket;
- - (CFReadStreamRef)getCFReadStream;
- - (CFWriteStreamRef)getCFWriteStream;
- /**
- * Once one of these methods is called, the AsyncSocket instance is locked in, and the rest can't be called without
- * disconnecting the socket first. If the attempt times out or fails, these methods either return NO or
- * call "onSocket:willDisconnectWithError:" and "onSockedDidDisconnect:".
- **/
- - (BOOL)acceptOnPort:(UInt16)port error:(NSError **)errPtr;
- - (BOOL)acceptOnAddress:(NSString *)hostaddr port:(UInt16)port error:(NSError **)errPtr;
- - (BOOL)connectToHost:(NSString *)hostname onPort:(UInt16)port error:(NSError **)errPtr;
- - (BOOL)connectToAddress:(NSData *)remoteAddr error:(NSError **)errPtr;
- /**
- * Disconnects immediately. Any pending reads or writes are dropped.
- **/
- - (void)disconnect;
- /**
- * Disconnects after all pending writes have completed.
- * After calling this, the read and write methods (including "readDataWithTimeout:tag:") will do nothing.
- * The socket will disconnect even if there are still pending reads.
- **/
- - (void)disconnectAfterWriting;
- /* Returns YES if the socket and streams are open, connected, and ready for reading and writing. */
- - (BOOL)isConnected;
- /**
- * Returns the local or remote host and port to which this socket is connected, or nil and 0 if not connected.
- * The host will be an IP address.
- **/
- - (NSString *)connectedHost;
- - (UInt16)connectedPort;
- - (NSString *)localHost;
- - (UInt16)localPort;
- - (BOOL)isIPv4;
- - (BOOL)isIPv6;
- // The readData and writeData methods won't block. To not time out, use a negative time interval.
- // If they time out, "onSocket:disconnectWithError:" is called. The tag is for your convenience.
- // You can use it as an array index, step number, state id, pointer, etc., just like the socket's user data.
- /**
- * This will read a certain number of bytes into memory, and call the delegate method when those bytes have been read.
- * If there is an error, partially read data is lost.
- * If the length is 0, this method does nothing and the delegate is not called.
- **/
- - (void)readDataToLength:(CFIndex)length withTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * This reads bytes until (and including) the passed "data" parameter, which acts as a separator.
- * The bytes and the separator are returned by the delegate method.
- *
- * If you pass nil or zero-length data as the "data" parameter,
- * the method will do nothing, and the delegate will not be called.
- *
- * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter.
- * Note that this method is not character-set aware, so if a separator can occur naturally as part of the encoding for
- * a character, the read will prematurely end.
- **/
- - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * Same as readDataToData:withTimeout:tag, with the additional restriction that the amount of data read
- * may not surpass the given maxLength (specified in bytes).
- *
- * If you pass a maxLength parameter that is less than the length of the data parameter,
- * the method will do nothing, and the delegate will not be called.
- *
- * If the max length is surpassed, it is treated the same as a timeout - the socket is closed.
- *
- * Pass -1 as maxLength if no length restriction is desired, or simply use the readDataToData:withTimeout:tag method.
- **/
- - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout maxLength:(CFIndex)length tag:(long)tag;
- /**
- * Reads the first available bytes that become available on the socket.
- **/
- - (void)readDataWithTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /* Writes data to the socket, and calls the delegate when finished.
- *
- * If you pass in nil or zero-length data, this method does nothing and the delegate will not be called.
- **/
- - (void)writeData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * Returns progress of current read or write, from 0.0 to 1.0, or NaN if no read/write (use isnan() to check).
- * "tag", "done" and "total" will be filled in if they aren't NULL.
- **/
- - (float)progressOfReadReturningTag:(long *)tag bytesDone:(CFIndex *)done total:(CFIndex *)total;
- - (float)progressOfWriteReturningTag:(long *)tag bytesDone:(CFIndex *)done total:(CFIndex *)total;
- /**
- * For handling readDataToData requests, data is necessarily read from the socket in small increments.
- * The performance can be improved by allowing AsyncSocket to read larger chunks at a time and
- * store any overflow in a small internal buffer.
- * This is termed pre-buffering, as some data may be read for you before you ask for it.
- * If you use readDataToData a lot, enabling pre-buffering may offer a small performance improvement.
- *
- * Pre-buffering is disabled by default. You must explicitly enable it to turn it on.
- *
- * Note: If your protocol negotiates upgrades to TLS (as opposed to using TLS from the start), you should
- * consider how, if at all, pre-buffering could affect the TLS negotiation sequence.
- * This is because TLS runs atop TCP, and requires sending/receiving a TLS handshake over the TCP socket.
- * If the negotiation sequence is poorly designed, pre-buffering could potentially pre-read part of the TLS handshake,
- * thus causing TLS to fail. In almost all cases, especially when implementing a formalized protocol, this will never
- * be a hazard.
- **/
- - (void)enablePreBuffering;
- /**
- * In the event of an error, this method may be called during onSocket:willDisconnectWithError: to read
- * any data that's left on the socket.
- **/
- - (NSData *)unreadData;
- /* A few common line separators, for use with "readDataToData:withTimeout:tag:". */
- + (NSData *)CRLFData; // 0x0D0A
- + (NSData *)CRData; // 0x0D
- + (NSData *)LFData; // 0x0A
- + (NSData *)ZeroData; // 0x00
- @end