185 lines
5.5 KiB
C++
185 lines
5.5 KiB
C++
// Copyright (C) 1999 AT&T Laboratories Cambridge. All Rights Reserved.
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// Copyright (C) 2001 HorizonLive.com, Inc. All Rights Reserved.
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//
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// This file is part of the VNC system.
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//
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// The VNC system is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
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// USA.
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//
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// TightVNC distribution homepage on the Web: http://www.tightvnc.com/
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//
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// If the source code for the VNC system is not available from the place
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// whence you received this file, check http://www.uk.research.att.com/vnc or contact
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// the authors on vnc@uk.research.att.com for information on obtaining it.
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// VSocket.h
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// RFB V3.0
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// The VSocket class provides simple socket functionality,
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// independent of platform. Hurrah.
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class VSocket;
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#if (!defined(_ATT_VSOCKET_DEFINED))
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#define _ATT_VSOCKET_DEFINED
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#include <omnithread.h>
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#include "VTypes.h"
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// This class is used as a part of output queue
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class AIOBlock
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{
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public:
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size_t data_size; // Data size in this block
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char *data_ptr; // Beginning of the data buffer
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AIOBlock *next; // Next block or NULL for the last block
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AIOBlock(int size, const char *data = NULL) {
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next = NULL;
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data_size = size;
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data_ptr = new char[size];
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if (data_ptr && data)
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memcpy(data_ptr, data, size);
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}
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~AIOBlock() {
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if (data_ptr)
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delete[] data_ptr;
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}
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};
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////////////////////////////
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// Socket implementation
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// Create one or more VSocketSystem objects per application
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class VSocketSystem
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{
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public:
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VSocketSystem();
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~VSocketSystem();
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VBool Initialised() {return m_status;};
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private:
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VBool m_status;
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};
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// The main socket class
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class VSocket
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{
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public:
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// Constructor/Destructor
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VSocket();
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VSocket( WSAPROTOCOL_INFO * pSocketInfo, HANDLE hClose );
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virtual ~VSocket();
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////////////////////////////
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// Socket implementation
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// Create
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// Create a socket and attach it to this VSocket object
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VBool Create();
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// Shutdown
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// Shutdown the currently attached socket
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VBool Shutdown();
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// Close
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// Close the currently attached socket
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VBool Close();
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// Bind
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// Bind the attached socket to the specified port
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// If localOnly is VTrue then the socket is bound only
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// to the loopback adapter. If checkIfInUse is VTrue,
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// then the socket won't be bound to an address which
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// is already in use (i.e. accepts connections).
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VBool Bind(const VCard port, const VBool localOnly = VFalse,
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const VBool checkIfInUse = VFalse);
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// Connect
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// Make a stream socket connection to the specified port
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// on the named machine.
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VBool Connect(VStringConst address, const VCard port);
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// Listen
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// Set the attached socket to listen for connections
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VBool Listen();
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// Accept
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// If the attached socket is set to listen then this
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// call blocks waiting for an incoming connection, then
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// returns a new socket object for the new connection
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VSocket *Accept();
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// TryAccept
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// Non-blocking version of Accept. It waits for an
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// incoming connection only for the specified number of
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// milliseconds. It returns VFalse on error, otherwise stores
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// either pointer to the new VSocket, or NULL on timeout
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VBool TryAccept(VSocket **new_socket, long ms);
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// GetPeerName
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// If the socket is connected then this returns the name
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// of the machine to which it is connected.
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// This string MUST be copied before the next socket call...
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VString GetPeerName();
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// GetSockName
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// If the socket exists then the name of the local machine
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// is returned. This string MUST be copied before the next
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// socket call!
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VString GetSockName();
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// Resolve
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// Uses the Winsock API to resolve the supplied DNS name to
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// an IP address and returns it as an Int32
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static VCard32 Resolve(VStringConst name);
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// SetTimeout
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// Sets the socket timeout on reads and writes.
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VBool SetTimeout(VCard32 secs);
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// I/O routines
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// Send and Read return the number of bytes sent or recieved.
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VInt Send(const char *buff, const VCard bufflen);
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VInt Read(char *buff, const VCard bufflen);
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// SendExact and ReadExact attempt to send and recieve exactly
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// the specified number of bytes.
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VBool SendExact(const char *buff, const VCard bufflen);
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VBool ReadExact(char *buff, const VCard bufflen);
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// SendQueued sends as much data as possible immediately,
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// and puts remaining bytes in a queue, to be sent later.
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VBool SendQueued(const char *buff, const VCard bufflen);
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////////////////////////////
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// Internal structures
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protected:
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// The internal socket id
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int sock;
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HANDLE hCloseEvent;
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// Output queue
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size_t bytes_sent;
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AIOBlock *out_queue;
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omni_mutex queue_lock;
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VBool SendFromQueue();
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};
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#endif // _ATT_VSOCKET_DEFINED
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