wxWidgets/samples/sockets/server.cpp
Guillermo Rodriguez Garcia bc7e88ae03 Changed Socket() and SocketEvent() to Get... in the samples, also added
a few more comments and output messages for easier understanding of what's
going on inside wxSocket.


git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@6676 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2000-03-14 09:56:38 +00:00

419 lines
11 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: server.cpp
// Purpose: Server for wxSocket demo
// Author: Guillermo Rodriguez Garcia <guille@iies.es>
// Modified by:
// Created: 1999/09/19
// RCS-ID: $Id$
// Copyright: (c) 1999 Guillermo Rodriguez Garcia
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// ==========================================================================
// declarations
// ==========================================================================
// --------------------------------------------------------------------------
// headers
// --------------------------------------------------------------------------
#ifdef __GNUG__
# pragma implementation "server.cpp"
# pragma interface "server.cpp"
#endif
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
# pragma hdrstop
#endif
// for all others, include the necessary headers
#ifndef WX_PRECOMP
# include "wx/wx.h"
#endif
#include "wx/socket.h"
// --------------------------------------------------------------------------
// resources
// --------------------------------------------------------------------------
// the application icon
#if defined(__WXGTK__) || defined(__WXMOTIF__)
# include "mondrian.xpm"
#endif
// --------------------------------------------------------------------------
// classes
// --------------------------------------------------------------------------
// Define a new application type
class MyApp : public wxApp
{
public:
virtual bool OnInit();
};
// Define a new frame type: this is going to be our main frame
class MyFrame : public wxFrame
{
public:
MyFrame();
~MyFrame();
// event handlers (these functions should _not_ be virtual)
void OnQuit(wxCommandEvent& event);
void OnAbout(wxCommandEvent& event);
void OnServerEvent(wxSocketEvent& event);
void OnSocketEvent(wxSocketEvent& event);
void Test1(wxSocketBase *sock);
void Test2(wxSocketBase *sock);
void Test3(wxSocketBase *sock);
// convenience functions
void UpdateStatusBar();
private:
wxSocketServer *m_server;
wxTextCtrl *m_text;
wxMenu *m_menuFile;
wxMenuBar *m_menuBar;
bool m_busy;
int m_numClients;
// any class wishing to process wxWindows events must use this macro
DECLARE_EVENT_TABLE()
};
// --------------------------------------------------------------------------
// constants
// --------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// menu items
SERVER_QUIT = 1000,
SERVER_ABOUT,
// id for sockets
SERVER_ID,
SOCKET_ID
};
// --------------------------------------------------------------------------
// event tables and other macros for wxWindows
// --------------------------------------------------------------------------
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(SERVER_QUIT, MyFrame::OnQuit)
EVT_MENU(SERVER_ABOUT, MyFrame::OnAbout)
EVT_SOCKET(SERVER_ID, MyFrame::OnServerEvent)
EVT_SOCKET(SOCKET_ID, MyFrame::OnSocketEvent)
END_EVENT_TABLE()
IMPLEMENT_APP(MyApp)
// ==========================================================================
// implementation
// ==========================================================================
// --------------------------------------------------------------------------
// the application class
// --------------------------------------------------------------------------
bool MyApp::OnInit()
{
// Create the main application window
MyFrame *frame = new MyFrame();
// Show it and tell the application that it's our main window
frame->Show(TRUE);
SetTopWindow(frame);
// Success
return TRUE;
}
// --------------------------------------------------------------------------
// main frame
// --------------------------------------------------------------------------
// frame constructor
MyFrame::MyFrame() : wxFrame((wxFrame *)NULL, -1,
_("wxSocket demo: Server"),
wxDefaultPosition, wxSize(300, 200))
{
// Give the frame an icon
SetIcon(wxICON(mondrian));
// Make menus
m_menuFile = new wxMenu();
m_menuFile->Append(SERVER_ABOUT, _("&About...\tCtrl-A"), _("Show about dialog"));
m_menuFile->AppendSeparator();
m_menuFile->Append(SERVER_QUIT, _("E&xit\tAlt-X"), _("Quit server"));
// Append menus to the menubar
m_menuBar = new wxMenuBar();
m_menuBar->Append(m_menuFile, _("&File"));
SetMenuBar(m_menuBar);
// Status bar
CreateStatusBar(2);
// Make a textctrl for logging
m_text = new wxTextCtrl(this, -1,
_("Welcome to wxSocket demo: Server\n"),
wxDefaultPosition, wxDefaultSize,
wxTE_MULTILINE | wxTE_READONLY);
// Create the address - defaults to localhost:0 initially
wxIPV4address addr;
addr.Service(3000);
// Create the socket
m_server = new wxSocketServer(addr);
// We use Ok() here to see if the server is really listening
if (! m_server->Ok())
{
m_text->AppendText(_("Could not listen at the specified port !\n\n"));
return;
}
else
{
m_text->AppendText(_("Server listening.\n\n"));
}
// Setup the event handler and subscribe to connection events
m_server->SetEventHandler(*this, SERVER_ID);
m_server->SetNotify(wxSOCKET_CONNECTION_FLAG);
m_server->Notify(TRUE);
m_busy = FALSE;
m_numClients = 0;
UpdateStatusBar();
}
MyFrame::~MyFrame()
{
// No delayed deletion here, as the frame is dying anyway
delete m_server;
}
// event handlers
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// TRUE is to force the frame to close
Close(TRUE);
}
void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
{
wxMessageBox(_("wxSocket demo: Server\n"
"(c) 1999 Guillermo Rodriguez Garcia\n"),
_("About Server"),
wxOK | wxICON_INFORMATION, this);
}
void MyFrame::Test1(wxSocketBase *sock)
{
unsigned char len;
char *buf;
m_text->AppendText(_("Test 1 begins\n"));
// Receive data from socket and send it back. We will first
// get a byte with the buffer size, so we can specify the
// exact size and use the wxSOCKET_WAITALL flag. Also, we
// disabled input events so we won't have unwanted reentrance.
// This way we can avoid the infamous wxSOCKET_BLOCK flag.
sock->SetFlags(wxSOCKET_WAITALL);
// Read the size
sock->Read(&len, 1);
buf = new char[len];
// Read the data
sock->Read(buf, len);
m_text->AppendText(_("Got the data, sending it back\n"));
// Write it back
sock->Write(buf, len);
delete[] buf;
m_text->AppendText(_("Test 1 ends\n\n"));
}
void MyFrame::Test2(wxSocketBase *sock)
{
#define MAX_MSG_SIZE 10000
wxString s;
char *buf = new char[MAX_MSG_SIZE];
wxUint32 len;
m_text->AppendText(_("Test 2 begins\n"));
// We don't need to set flags because ReadMsg and WriteMsg
// are not affected by them anyway.
// Read the message
len = sock->ReadMsg(buf, MAX_MSG_SIZE).LastCount();
s.Printf(_("Client says: %s\n"), buf);
m_text->AppendText(s);
m_text->AppendText(_("Sending the data back\n"));
// Write it back
sock->WriteMsg(buf, len);
delete[] buf;
m_text->AppendText(_("Test 2 ends\n\n"));
#undef MAX_MSG_SIZE
}
void MyFrame::Test3(wxSocketBase *sock)
{
unsigned char len;
char *buf;
m_text->AppendText(_("Test 3 begins\n"));
// This test is similar to the first one, but the len is
// expressed in kbytes - this tests large data transfers.
sock->SetFlags(wxSOCKET_WAITALL);
// Read the size
sock->Read(&len, 1);
buf = new char[len * 1024];
// Read the data
sock->Read(buf, len * 1024);
m_text->AppendText(_("Got the data, sending it back\n"));
// Write it back
sock->Write(buf, len * 1024);
delete[] buf;
m_text->AppendText(_("Test 3 ends\n\n"));
}
void MyFrame::OnServerEvent(wxSocketEvent& event)
{
wxString s = _("OnServerEvent: ");
wxSocketBase *sock;
switch(event.GetSocketEvent())
{
case wxSOCKET_CONNECTION : s.Append(_("wxSOCKET_CONNECTION\n")); break;
default : s.Append(_("Unexpected event !\n")); break;
}
m_text->AppendText(s);
// Accept new connection if there is one in the pending
// connections queue, else exit. We use Accept(FALSE) for
// non-blocking accept (although if we got here, there
// should ALWAYS be a pending connection).
sock = m_server->Accept(FALSE);
if (sock)
{
m_text->AppendText(_("New client connection accepted\n\n"));
}
else
{
m_text->AppendText(_("Error: couldn't accept a new connection\n\n"));
return;
}
sock->SetEventHandler(*this, SOCKET_ID);
sock->SetNotify(wxSOCKET_INPUT_FLAG | wxSOCKET_LOST_FLAG);
sock->Notify(TRUE);
m_numClients++;
UpdateStatusBar();
}
void MyFrame::OnSocketEvent(wxSocketEvent& event)
{
wxSocketBase *sock = event.GetSocket();
wxString s = _("OnSocketEvent: ");
// We first print a msg
switch(event.GetSocketEvent())
{
case wxSOCKET_INPUT: s.Append(_("wxSOCKET_INPUT\n")); break;
case wxSOCKET_LOST: s.Append(_("wxSOCKET_LOST\n")); break;
default: s.Append(_("unexpected event !\n"));
}
m_text->AppendText(s);
// Now we process the event
switch(event.GetSocketEvent())
{
case wxSOCKET_INPUT:
{
// We disable input events, so that the test doesn't trigger
// wxSocketEvent again.
sock->SetNotify(wxSOCKET_LOST_FLAG);
// Which test are we going to run?
unsigned char c;
sock->Read(&c ,1);
switch (c)
{
case 0xBE: Test1(sock); break;
case 0xCE: Test2(sock); break;
case 0xDE: Test3(sock); break;
default: s.Append(_("Unknown test id received from client\n\n"));
}
// Enable input events again.
sock->SetNotify(wxSOCKET_LOST_FLAG | wxSOCKET_INPUT_FLAG);
break;
}
case wxSOCKET_LOST:
{
m_numClients--;
// Destroy() should be used instead of delete wherever possible,
// due to the fact that wxSocket uses 'delayed events' (see the
// documentation for wxPostEvent) and we don't want an event to
// arrive to the event handler (the frame, here) after the socket
// has been deleted. Also, we might be doing some other thing with
// the socket at the same time; for example, we might be in the
// middle of a test or something. Destroy() takes care of all
// this for us.
m_text->AppendText(_("Deleting socket.\n\n"));
sock->Destroy();
break;
}
default: ;
}
UpdateStatusBar();
}
// convenience functions
void MyFrame::UpdateStatusBar()
{
wxString s;
s.Printf(_("%d clients connected"), m_numClients);
SetStatusText(s, 1);
}