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#pragma once
#include <string>
#include <SFML/Network.hpp>
/**
* Platform independent class for working with platform dependent hardware socket
* @brief Wrapper around raw sockets
* @warning Connection state is based on lifetime of Socket object instance, ie connected at ctor and disconnect at dtor
* @todo Replace SFML's socket with WinSock and POSIX's socket implementation
*/
class Socket {
sf::TcpSocket socket;
public:
/**
* Constructs Socket class instance from IP's string and Port number and connects to remote server
* @param[in] address IP address of remote server. String should be ANSI and contains 4 one-byte values separated by dots
* @param[in] port target port of remote server to connect
* @throw std::runtime_error if connection is failed
*/
Socket(std::string address, unsigned short port);
/**
* Destruct Socket instance and disconnect from server
* @warning There is no way to force disconnect, except use delete for manually allocated objects and scope of visibility for variables on stack
*/
~Socket();
/**
* Reads data from socket and write to buffer
* @warning This is blocking function, and execution flow will not be returned until all required data is sended
* @warning Reported buffer length must be <= actual size of buffer, or memory corruption will be caused
* @param[out] buffPtr Pointer to buffer, where data must be placed
* @param[in] buffLen Length of data, that must be readed from server and writed to buffer
*/
void Read(unsigned char *buffPtr, size_t buffLen);
/**
* Writes data from buffer to socket
* @warning This is blocking function, and execution flow will not be returned until all required data is received
* @param[in] buffPtr Pointer to buffer that contain data to send
* @param[in] buffLen Length of buffer
*/
void Write(unsigned char *buffPtr, size_t buffLen);
};
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