/iPhoneRemote/Classes/AsyncUdpSocket.h
C Header | 365 lines | 87 code | 49 blank | 229 comment | 0 complexity | 681f5975ae0d66d3115cc17f0de24e6a MD5 | raw file
Possible License(s): Unlicense, LGPL-2.1
- //
- // AsyncUdpSocket.h
- //
- // This class is in the public domain.
- // Originally created by Robbie Hanson on Wed Oct 01 2008.
- // Updated and maintained by Deusty Designs and the Mac development community.
- //
- // http://code.google.com/p/cocoaasyncsocket/
- //
- #import <Foundation/Foundation.h>
- @class AsyncSendPacket;
- @class AsyncReceivePacket;
- extern NSString *const AsyncUdpSocketException;
- extern NSString *const AsyncUdpSocketErrorDomain;
- enum AsyncUdpSocketError
- {
- AsyncUdpSocketCFSocketError = kCFSocketError, // From CFSocketError enum
- AsyncUdpSocketNoError = 0, // Never used
- AsyncUdpSocketBadParameter, // Used if given a bad parameter (such as an improper address)
- AsyncUdpSocketIPv4Unavailable, // Used if you bind/connect using IPv6 only
- AsyncUdpSocketIPv6Unavailable, // Used if you bind/connect using IPv4 only (or iPhone)
- AsyncUdpSocketSendTimeoutError,
- AsyncUdpSocketReceiveTimeoutError
- };
- typedef enum AsyncUdpSocketError AsyncUdpSocketError;
- @interface AsyncUdpSocket : NSObject
- {
- CFSocketRef theSocket4; // IPv4 socket
- CFSocketRef theSocket6; // IPv6 socket
-
- CFRunLoopSourceRef theSource4; // For theSocket4
- CFRunLoopSourceRef theSource6; // For theSocket6
- CFRunLoopRef theRunLoop;
- CFSocketContext theContext;
- NSArray *theRunLoopModes;
-
- NSMutableArray *theSendQueue;
- AsyncSendPacket *theCurrentSend;
- NSTimer *theSendTimer;
-
- NSMutableArray *theReceiveQueue;
- AsyncReceivePacket *theCurrentReceive;
- NSTimer *theReceiveTimer;
-
- id theDelegate;
- UInt16 theFlags;
-
- long theUserData;
-
- NSString *cachedLocalHost;
- UInt16 cachedLocalPort;
-
- NSString *cachedConnectedHost;
- UInt16 cachedConnectedPort;
-
- UInt32 maxReceiveBufferSize;
- }
- /**
- * Creates new instances of AsyncUdpSocket.
- **/
- - (id)init;
- - (id)initWithDelegate:(id)delegate;
- - (id)initWithDelegate:(id)delegate userData:(long)userData;
- /**
- * Creates new instances of AsyncUdpSocket that support only IPv4 or IPv6.
- * The other init methods will support both, unless specifically binded or connected to one protocol.
- * If you know you'll only be using one protocol, these init methods may be a bit more efficient.
- **/
- - (id)initIPv4;
- - (id)initIPv6;
- - (id)delegate;
- - (void)setDelegate:(id)delegate;
- - (long)userData;
- - (void)setUserData:(long)userData;
- /**
- * Returns the local address info for the socket.
- *
- * Note: Address info may not be available until after the socket has been bind'ed,
- * or until after data has been sent.
- **/
- - (NSString *)localHost;
- - (UInt16)localPort;
- /**
- * Returns the remote address info for the socket.
- *
- * Note: Since UDP is connectionless by design, connected address info
- * will not be available unless the socket is explicitly connected to a remote host/port
- **/
- - (NSString *)connectedHost;
- - (UInt16)connectedPort;
- /**
- * Returns whether or not this socket has been connected to a single host.
- * By design, UDP is a connectionless protocol, and connecting is not needed.
- * If connected, the socket will only be able to send/receive data to/from the connected host.
- **/
- - (BOOL)isConnected;
- /**
- * Returns whether or not this socket has been closed.
- * The only way a socket can be closed is if you explicitly call one of the close methods.
- **/
- - (BOOL)isClosed;
- /**
- * Returns whether or not this socket supports IPv4.
- * By default this will be true, unless the socket is specifically initialized as IPv6 only,
- * or is binded or connected to an IPv6 address.
- **/
- - (BOOL)isIPv4;
- /**
- * Returns whether or not this socket supports IPv6.
- * By default this will be true, unless the socket is specifically initialized as IPv4 only,
- * or is binded or connected to an IPv4 address.
- *
- * This method will also return false on platforms that do not support IPv6.
- * Note: The iPhone does not currently support IPv6.
- **/
- - (BOOL)isIPv6;
- /**
- * Returns the mtu of the socket.
- * If unknown, returns zero.
- *
- * Sending data larger than this may result in an error.
- * This is an advanced topic, and one should understand the wide range of mtu's on networks and the internet.
- * Therefore this method is only for reference and may be of little use in many situations.
- **/
- - (unsigned int)maximumTransmissionUnit;
- /**
- * Binds the UDP socket to the given port and optional address.
- * Binding should be done for server sockets that receive data prior to sending it.
- * Client sockets can skip binding,
- * as the OS will automatically assign the socket an available port when it starts sending data.
- *
- * You cannot bind a socket after its been connected.
- * You can only bind a socket once.
- * You can still connect a socket (if desired) after binding.
- *
- * On success, returns YES.
- * Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass nil for errPtr.
- **/
- - (BOOL)bindToPort:(UInt16)port error:(NSError **)errPtr;
- - (BOOL)bindToAddress:(NSString *)localAddr port:(UInt16)port error:(NSError **)errPtr;
- /**
- * Connects the UDP socket to the given host and port.
- * By design, UDP is a connectionless protocol, and connecting is not needed.
- *
- * Choosing to connect to a specific host/port has the following effect:
- * - You will only be able to send data to the connected host/port.
- * - You will only be able to receive data from the connected host/port.
- * - You will receive ICMP messages that come from the connected host/port, such as "connection refused".
- *
- * Connecting a UDP socket does not result in any communication on the socket.
- * It simply changes the internal state of the socket.
- *
- * You cannot bind a socket after its been connected.
- * You can only connect a socket once.
- *
- * On success, returns YES.
- * Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass nil for errPtr.
- **/
- - (BOOL)connectToHost:(NSString *)host onPort:(UInt16)port error:(NSError **)errPtr;
- - (BOOL)connectToAddress:(NSData *)remoteAddr error:(NSError **)errPtr;
- /**
- * Join multicast group
- *
- * Group should be an IP address (eg @"225.228.0.1")
- **/
- - (BOOL)joinMulticastGroup:(NSString *)group error:(NSError **)errPtr;
- - (BOOL)joinMulticastGroup:(NSString *)group withAddress:(NSString *)interface error:(NSError **)errPtr;
- /**
- * By default, the underlying socket in the OS will not allow you to send broadcast messages.
- * In order to send broadcast messages, you need to enable this functionality in the socket.
- *
- * A broadcast is a UDP message to addresses like "192.168.255.255" or "255.255.255.255" that is
- * delivered to every host on the network.
- * The reason this is generally disabled by default is to prevent
- * accidental broadcast messages from flooding the network.
- **/
- - (BOOL)enableBroadcast:(BOOL)flag error:(NSError **)errPtr;
- /**
- * Asynchronously sends the given data, with the given timeout and tag.
- *
- * This method may only be used with a connected socket.
- *
- * If data is nil or zero-length, this method does nothing and immediately returns NO.
- * If the socket is not connected, this method does nothing and immediately returns NO.
- **/
- - (BOOL)sendData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * Asynchronously sends the given data, with the given timeout and tag, to the given host and port.
- *
- * This method cannot be used with a connected socket.
- *
- * If data is nil or zero-length, this method does nothing and immediately returns NO.
- * If the socket is connected, this method does nothing and immediately returns NO.
- * If unable to resolve host to a valid IPv4 or IPv6 address, this method returns NO.
- **/
- - (BOOL)sendData:(NSData *)data toHost:(NSString *)host port:(UInt16)port withTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * Asynchronously sends the given data, with the given timeout and tag, to the given address.
- *
- * This method cannot be used with a connected socket.
- *
- * If data is nil or zero-length, this method does nothing and immediately returns NO.
- * If the socket is connected, this method does nothing and immediately returns NO.
- **/
- - (BOOL)sendData:(NSData *)data toAddress:(NSData *)remoteAddr withTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * Asynchronously receives a single datagram packet.
- *
- * If the receive succeeds, the onUdpSocket:didReceiveData:fromHost:port:tag delegate method will be called.
- * Otherwise, a timeout will occur, and the onUdpSocket:didNotReceiveDataWithTag: delegate method will be called.
- **/
- - (void)receiveWithTimeout:(NSTimeInterval)timeout tag:(long)tag;
- /**
- * Closes the socket immediately. Any pending send or receive operations are dropped.
- **/
- - (void)close;
- /**
- * Closes after all pending send operations have completed.
- * After calling this, the sendData: and receive: methods will do nothing.
- * In other words, you won't be able to add any more send or receive operations to the queue.
- * The socket will close even if there are still pending receive operations.
- **/
- - (void)closeAfterSending;
- /**
- * Closes after all pending receive operations have completed.
- * After calling this, the sendData: and receive: methods will do nothing.
- * In other words, you won't be able to add any more send or receive operations to the queue.
- * The socket will close even if there are still pending send operations.
- **/
- - (void)closeAfterReceiving;
- /**
- * Closes after all pending send and receive operations have completed.
- * After calling this, the sendData: and receive: methods will do nothing.
- * In other words, you won't be able to add any more send or receive operations to the queue.
- **/
- - (void)closeAfterSendingAndReceiving;
- /**
- * Gets/Sets the maximum size of the buffer that will be allocated for receive operations.
- * The default size is 9216 bytes.
- *
- * The theoretical maximum size of any IPv4 UDP packet is UINT16_MAX = 65535.
- * The theoretical maximum size of any IPv6 UDP packet is UINT32_MAX = 4294967295.
- *
- * In practice, however, the size of UDP packets will be much smaller.
- * Indeed most protocols will send and receive packets of only a few bytes,
- * or will set a limit on the size of packets to prevent fragmentation in the IP layer.
- *
- * If you set the buffer size too small, the sockets API in the OS will silently discard
- * any extra data, and you will not be notified of the error.
- **/
- - (UInt32)maxReceiveBufferSize;
- - (void)setMaxReceiveBufferSize:(UInt32)max;
- /**
- * When you create an AsyncUdpSocket, it is added to the runloop of the current thread.
- * So it is easiest to simply create the socket on the thread you intend to use it.
- *
- * If, however, you need to move the socket to a separate thread at a later time, this
- * method may be used to accomplish the task.
- *
- * This method must be called from the thread/runloop the socket is currently running on.
- *
- * Note: After calling this method, all further method calls to this object should be done from the given runloop.
- * Also, all delegate calls will be sent on the given runloop.
- **/
- - (BOOL)moveToRunLoop:(NSRunLoop *)runLoop;
- /**
- * Allows you to configure which run loop modes the socket uses.
- * The default set of run loop modes is NSDefaultRunLoopMode.
- *
- * If you'd like your socket to continue operation during other modes, you may want to add modes such as
- * NSModalPanelRunLoopMode or NSEventTrackingRunLoopMode. Or you may simply want to use NSRunLoopCommonModes.
- *
- * Note: NSRunLoopCommonModes is defined in 10.5. For previous versions one can use kCFRunLoopCommonModes.
- **/
- - (BOOL)setRunLoopModes:(NSArray *)runLoopModes;
- /**
- * Returns the current run loop modes the AsyncSocket instance is operating in.
- * The default set of run loop modes is NSDefaultRunLoopMode.
- **/
- - (NSArray *)runLoopModes;
- @end
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma mark -
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- @interface NSObject (AsyncUdpSocketDelegate)
- /**
- * Called when the datagram with the given tag has been sent.
- **/
- - (void)onUdpSocket:(AsyncUdpSocket *)sock didSendDataWithTag:(long)tag;
- /**
- * Called if an error occurs while trying to send a datagram.
- * This could be due to a timeout, or something more serious such as the data being too large to fit in a sigle packet.
- **/
- - (void)onUdpSocket:(AsyncUdpSocket *)sock didNotSendDataWithTag:(long)tag dueToError:(NSError *)error;
- /**
- * Called when the socket has received the requested datagram.
- *
- * Due to the nature of UDP, you may occasionally receive undesired packets.
- * These may be rogue UDP packets from unknown hosts,
- * or they may be delayed packets arriving after retransmissions have already occurred.
- * It's important these packets are properly ignored, while not interfering with the flow of your implementation.
- * As an aid, this delegate method has a boolean return value.
- * If you ever need to ignore a received packet, simply return NO,
- * and AsyncUdpSocket will continue as if the packet never arrived.
- * That is, the original receive request will still be queued, and will still timeout as usual if a timeout was set.
- * For example, say you requested to receive data, and you set a timeout of 500 milliseconds, using a tag of 15.
- * If rogue data arrives after 250 milliseconds, this delegate method would be invoked, and you could simply return NO.
- * If the expected data then arrives within the next 250 milliseconds,
- * this delegate method will be invoked, with a tag of 15, just as if the rogue data never appeared.
- *
- * Under normal circumstances, you simply return YES from this method.
- **/
- - (BOOL)onUdpSocket:(AsyncUdpSocket *)sock didReceiveData:(NSData *)data withTag:(long)tag fromHost:(NSString *)host port:(UInt16)port;
- /**
- * Called if an error occurs while trying to receive a requested datagram.
- * This is generally due to a timeout, but could potentially be something else if some kind of OS error occurred.
- **/
- - (void)onUdpSocket:(AsyncUdpSocket *)sock didNotReceiveDataWithTag:(long)tag dueToError:(NSError *)error;
- /**
- * Called when the socket is closed.
- * A socket is only closed if you explicitly call one of the close methods.
- **/
- - (void)onUdpSocketDidClose:(AsyncUdpSocket *)sock;
- @end