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Added UDP socket library, added some comments about things to do.

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1 parent 79b481b commit 7220d96bfea0d427feeb4f4c6edc0c3af25fca3b @aaronpk aaronpk committed Aug 15, 2011
Showing with 2,722 additions and 7 deletions.
  1. +366 −0 AsyncUdpSocket.h
  2. +2,343 −0 AsyncUdpSocket.m
  3. +1 −0 Classes/GeoloqiSocketClient.h
  4. +6 −7 Classes/GeoloqiSocketClient.m
  5. +6 −0 MapAttack.xcodeproj/project.pbxproj
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+//
+// 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 -
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+@protocol AsyncUdpSocketDelegate
+@optional
+
+/**
+ * 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
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