bc7e88ae03
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
419 lines
11 KiB
C++
419 lines
11 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: server.cpp
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// Purpose: Server for wxSocket demo
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// Author: Guillermo Rodriguez Garcia <guille@iies.es>
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// Modified by:
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// Created: 1999/09/19
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// RCS-ID: $Id$
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// Copyright: (c) 1999 Guillermo Rodriguez Garcia
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// ==========================================================================
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// declarations
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// ==========================================================================
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// --------------------------------------------------------------------------
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// headers
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// --------------------------------------------------------------------------
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#ifdef __GNUG__
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# pragma implementation "server.cpp"
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# pragma interface "server.cpp"
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#endif
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// For compilers that support precompilation, includes "wx/wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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# pragma hdrstop
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#endif
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// for all others, include the necessary headers
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#ifndef WX_PRECOMP
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# include "wx/wx.h"
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#endif
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#include "wx/socket.h"
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// --------------------------------------------------------------------------
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// resources
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// --------------------------------------------------------------------------
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// the application icon
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#if defined(__WXGTK__) || defined(__WXMOTIF__)
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# include "mondrian.xpm"
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#endif
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// --------------------------------------------------------------------------
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// classes
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// --------------------------------------------------------------------------
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// Define a new application type
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class MyApp : public wxApp
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{
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public:
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virtual bool OnInit();
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};
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// Define a new frame type: this is going to be our main frame
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class MyFrame : public wxFrame
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{
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public:
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MyFrame();
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~MyFrame();
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// event handlers (these functions should _not_ be virtual)
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void OnQuit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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void OnServerEvent(wxSocketEvent& event);
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void OnSocketEvent(wxSocketEvent& event);
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void Test1(wxSocketBase *sock);
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void Test2(wxSocketBase *sock);
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void Test3(wxSocketBase *sock);
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// convenience functions
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void UpdateStatusBar();
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private:
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wxSocketServer *m_server;
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wxTextCtrl *m_text;
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wxMenu *m_menuFile;
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wxMenuBar *m_menuBar;
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bool m_busy;
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int m_numClients;
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// any class wishing to process wxWindows events must use this macro
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DECLARE_EVENT_TABLE()
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};
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// --------------------------------------------------------------------------
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// constants
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// --------------------------------------------------------------------------
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// IDs for the controls and the menu commands
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enum
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{
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// menu items
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SERVER_QUIT = 1000,
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SERVER_ABOUT,
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// id for sockets
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SERVER_ID,
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SOCKET_ID
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};
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// --------------------------------------------------------------------------
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// event tables and other macros for wxWindows
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// --------------------------------------------------------------------------
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(SERVER_QUIT, MyFrame::OnQuit)
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EVT_MENU(SERVER_ABOUT, MyFrame::OnAbout)
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EVT_SOCKET(SERVER_ID, MyFrame::OnServerEvent)
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EVT_SOCKET(SOCKET_ID, MyFrame::OnSocketEvent)
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END_EVENT_TABLE()
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IMPLEMENT_APP(MyApp)
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// ==========================================================================
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// implementation
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// ==========================================================================
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// --------------------------------------------------------------------------
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// the application class
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// --------------------------------------------------------------------------
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bool MyApp::OnInit()
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{
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// Create the main application window
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MyFrame *frame = new MyFrame();
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// Show it and tell the application that it's our main window
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frame->Show(TRUE);
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SetTopWindow(frame);
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// Success
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return TRUE;
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}
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// --------------------------------------------------------------------------
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// main frame
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// --------------------------------------------------------------------------
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// frame constructor
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MyFrame::MyFrame() : wxFrame((wxFrame *)NULL, -1,
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_("wxSocket demo: Server"),
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wxDefaultPosition, wxSize(300, 200))
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{
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// Give the frame an icon
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SetIcon(wxICON(mondrian));
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// Make menus
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m_menuFile = new wxMenu();
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m_menuFile->Append(SERVER_ABOUT, _("&About...\tCtrl-A"), _("Show about dialog"));
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m_menuFile->AppendSeparator();
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m_menuFile->Append(SERVER_QUIT, _("E&xit\tAlt-X"), _("Quit server"));
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// Append menus to the menubar
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m_menuBar = new wxMenuBar();
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m_menuBar->Append(m_menuFile, _("&File"));
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SetMenuBar(m_menuBar);
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// Status bar
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CreateStatusBar(2);
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// Make a textctrl for logging
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m_text = new wxTextCtrl(this, -1,
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_("Welcome to wxSocket demo: Server\n"),
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wxDefaultPosition, wxDefaultSize,
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wxTE_MULTILINE | wxTE_READONLY);
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// Create the address - defaults to localhost:0 initially
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wxIPV4address addr;
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addr.Service(3000);
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// Create the socket
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m_server = new wxSocketServer(addr);
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// We use Ok() here to see if the server is really listening
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if (! m_server->Ok())
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{
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m_text->AppendText(_("Could not listen at the specified port !\n\n"));
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return;
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}
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else
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{
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m_text->AppendText(_("Server listening.\n\n"));
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}
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// Setup the event handler and subscribe to connection events
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m_server->SetEventHandler(*this, SERVER_ID);
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m_server->SetNotify(wxSOCKET_CONNECTION_FLAG);
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m_server->Notify(TRUE);
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m_busy = FALSE;
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m_numClients = 0;
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UpdateStatusBar();
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}
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MyFrame::~MyFrame()
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{
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// No delayed deletion here, as the frame is dying anyway
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delete m_server;
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}
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// event handlers
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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// TRUE is to force the frame to close
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Close(TRUE);
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}
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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wxMessageBox(_("wxSocket demo: Server\n"
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"(c) 1999 Guillermo Rodriguez Garcia\n"),
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_("About Server"),
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wxOK | wxICON_INFORMATION, this);
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}
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void MyFrame::Test1(wxSocketBase *sock)
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{
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unsigned char len;
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char *buf;
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m_text->AppendText(_("Test 1 begins\n"));
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// Receive data from socket and send it back. We will first
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// get a byte with the buffer size, so we can specify the
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// exact size and use the wxSOCKET_WAITALL flag. Also, we
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// disabled input events so we won't have unwanted reentrance.
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// This way we can avoid the infamous wxSOCKET_BLOCK flag.
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sock->SetFlags(wxSOCKET_WAITALL);
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// Read the size
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sock->Read(&len, 1);
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buf = new char[len];
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// Read the data
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sock->Read(buf, len);
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m_text->AppendText(_("Got the data, sending it back\n"));
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// Write it back
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sock->Write(buf, len);
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delete[] buf;
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m_text->AppendText(_("Test 1 ends\n\n"));
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}
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void MyFrame::Test2(wxSocketBase *sock)
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{
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#define MAX_MSG_SIZE 10000
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wxString s;
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char *buf = new char[MAX_MSG_SIZE];
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wxUint32 len;
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m_text->AppendText(_("Test 2 begins\n"));
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// We don't need to set flags because ReadMsg and WriteMsg
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// are not affected by them anyway.
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// Read the message
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len = sock->ReadMsg(buf, MAX_MSG_SIZE).LastCount();
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s.Printf(_("Client says: %s\n"), buf);
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m_text->AppendText(s);
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m_text->AppendText(_("Sending the data back\n"));
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// Write it back
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sock->WriteMsg(buf, len);
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delete[] buf;
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m_text->AppendText(_("Test 2 ends\n\n"));
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#undef MAX_MSG_SIZE
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}
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void MyFrame::Test3(wxSocketBase *sock)
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{
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unsigned char len;
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char *buf;
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m_text->AppendText(_("Test 3 begins\n"));
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// This test is similar to the first one, but the len is
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// expressed in kbytes - this tests large data transfers.
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sock->SetFlags(wxSOCKET_WAITALL);
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// Read the size
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sock->Read(&len, 1);
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buf = new char[len * 1024];
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// Read the data
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sock->Read(buf, len * 1024);
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m_text->AppendText(_("Got the data, sending it back\n"));
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// Write it back
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sock->Write(buf, len * 1024);
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delete[] buf;
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m_text->AppendText(_("Test 3 ends\n\n"));
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}
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void MyFrame::OnServerEvent(wxSocketEvent& event)
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{
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wxString s = _("OnServerEvent: ");
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wxSocketBase *sock;
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switch(event.GetSocketEvent())
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{
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case wxSOCKET_CONNECTION : s.Append(_("wxSOCKET_CONNECTION\n")); break;
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default : s.Append(_("Unexpected event !\n")); break;
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}
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m_text->AppendText(s);
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// Accept new connection if there is one in the pending
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// connections queue, else exit. We use Accept(FALSE) for
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// non-blocking accept (although if we got here, there
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// should ALWAYS be a pending connection).
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sock = m_server->Accept(FALSE);
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if (sock)
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{
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m_text->AppendText(_("New client connection accepted\n\n"));
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}
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else
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{
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m_text->AppendText(_("Error: couldn't accept a new connection\n\n"));
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return;
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}
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sock->SetEventHandler(*this, SOCKET_ID);
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sock->SetNotify(wxSOCKET_INPUT_FLAG | wxSOCKET_LOST_FLAG);
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sock->Notify(TRUE);
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m_numClients++;
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UpdateStatusBar();
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}
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void MyFrame::OnSocketEvent(wxSocketEvent& event)
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{
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wxSocketBase *sock = event.GetSocket();
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wxString s = _("OnSocketEvent: ");
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// We first print a msg
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switch(event.GetSocketEvent())
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{
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case wxSOCKET_INPUT: s.Append(_("wxSOCKET_INPUT\n")); break;
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case wxSOCKET_LOST: s.Append(_("wxSOCKET_LOST\n")); break;
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default: s.Append(_("unexpected event !\n"));
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}
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m_text->AppendText(s);
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// Now we process the event
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switch(event.GetSocketEvent())
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{
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case wxSOCKET_INPUT:
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{
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// We disable input events, so that the test doesn't trigger
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// wxSocketEvent again.
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sock->SetNotify(wxSOCKET_LOST_FLAG);
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// Which test are we going to run?
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unsigned char c;
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sock->Read(&c ,1);
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switch (c)
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{
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case 0xBE: Test1(sock); break;
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case 0xCE: Test2(sock); break;
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case 0xDE: Test3(sock); break;
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default: s.Append(_("Unknown test id received from client\n\n"));
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}
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// Enable input events again.
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sock->SetNotify(wxSOCKET_LOST_FLAG | wxSOCKET_INPUT_FLAG);
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break;
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}
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case wxSOCKET_LOST:
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{
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m_numClients--;
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// Destroy() should be used instead of delete wherever possible,
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// due to the fact that wxSocket uses 'delayed events' (see the
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// documentation for wxPostEvent) and we don't want an event to
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// arrive to the event handler (the frame, here) after the socket
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// has been deleted. Also, we might be doing some other thing with
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// the socket at the same time; for example, we might be in the
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// middle of a test or something. Destroy() takes care of all
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// this for us.
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m_text->AppendText(_("Deleting socket.\n\n"));
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sock->Destroy();
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break;
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}
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default: ;
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}
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UpdateStatusBar();
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}
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// convenience functions
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void MyFrame::UpdateStatusBar()
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{
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wxString s;
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s.Printf(_("%d clients connected"), m_numClients);
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SetStatusText(s, 1);
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}
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