997 lines
44 KiB
C
997 lines
44 KiB
C
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//
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// GCDAsyncUdpSocket
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//
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// This class is in the public domain.
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// Originally created by Robbie Hanson of Deusty LLC.
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// Updated and maintained by Deusty LLC and the Apple development community.
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//
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// https://github.com/robbiehanson/CocoaAsyncSocket
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//
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#import <Foundation/Foundation.h>
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#import <dispatch/dispatch.h>
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#import <TargetConditionals.h>
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#import <Availability.h>
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extern NSString *const GCDAsyncUdpSocketException;
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extern NSString *const GCDAsyncUdpSocketErrorDomain;
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extern NSString *const GCDAsyncUdpSocketQueueName;
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extern NSString *const GCDAsyncUdpSocketThreadName;
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enum GCDAsyncUdpSocketError
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{
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GCDAsyncUdpSocketNoError = 0, // Never used
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GCDAsyncUdpSocketBadConfigError, // Invalid configuration
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GCDAsyncUdpSocketBadParamError, // Invalid parameter was passed
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GCDAsyncUdpSocketSendTimeoutError, // A send operation timed out
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GCDAsyncUdpSocketClosedError, // The socket was closed
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GCDAsyncUdpSocketOtherError, // Description provided in userInfo
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};
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typedef enum GCDAsyncUdpSocketError GCDAsyncUdpSocketError;
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/**
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* You may optionally set a receive filter for the socket.
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* A filter can provide several useful features:
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*
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* 1. Many times udp packets need to be parsed.
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* Since the filter can run in its own independent queue, you can parallelize this parsing quite easily.
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* The end result is a parallel socket io, datagram parsing, and packet processing.
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*
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* 2. Many times udp packets are discarded because they are duplicate/unneeded/unsolicited.
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* The filter can prevent such packets from arriving at the delegate.
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* And because the filter can run in its own independent queue, this doesn't slow down the delegate.
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*
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* - Since the udp protocol does not guarantee delivery, udp packets may be lost.
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* Many protocols built atop udp thus provide various resend/re-request algorithms.
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* This sometimes results in duplicate packets arriving.
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* A filter may allow you to architect the duplicate detection code to run in parallel to normal processing.
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*
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* - Since the udp socket may be connectionless, its possible for unsolicited packets to arrive.
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* Such packets need to be ignored.
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*
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* 3. Sometimes traffic shapers are needed to simulate real world environments.
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* A filter allows you to write custom code to simulate such environments.
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* The ability to code this yourself is especially helpful when your simulated environment
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* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
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* or the system tools to handle this aren't available (e.g. on a mobile device).
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*
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* @param data - The packet that was received.
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* @param address - The address the data was received from.
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* See utilities section for methods to extract info from address.
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* @param context - Out parameter you may optionally set, which will then be passed to the delegate method.
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* For example, filter block can parse the data and then,
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* pass the parsed data to the delegate.
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*
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* @returns - YES if the received packet should be passed onto the delegate.
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* NO if the received packet should be discarded, and not reported to the delegete.
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*
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* Example:
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*
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* GCDAsyncUdpSocketReceiveFilterBlock filter = ^BOOL (NSData *data, NSData *address, id *context) {
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*
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* MyProtocolMessage *msg = [MyProtocol parseMessage:data];
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*
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* *context = response;
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* return (response != nil);
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* };
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* [udpSocket setReceiveFilter:filter withQueue:myParsingQueue];
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*
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**/
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typedef BOOL (^GCDAsyncUdpSocketReceiveFilterBlock)(NSData *data, NSData *address, id *context);
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/**
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* You may optionally set a send filter for the socket.
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* A filter can provide several interesting possibilities:
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*
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* 1. Optional caching of resolved addresses for domain names.
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* The cache could later be consulted, resulting in fewer system calls to getaddrinfo.
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*
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* 2. Reusable modules of code for bandwidth monitoring.
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*
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* 3. Sometimes traffic shapers are needed to simulate real world environments.
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* A filter allows you to write custom code to simulate such environments.
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* The ability to code this yourself is especially helpful when your simulated environment
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* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
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* or the system tools to handle this aren't available (e.g. on a mobile device).
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*
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* @param data - The packet that was received.
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* @param address - The address the data was received from.
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* See utilities section for methods to extract info from address.
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* @param tag - The tag that was passed in the send method.
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*
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* @returns - YES if the packet should actually be sent over the socket.
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* NO if the packet should be silently dropped (not sent over the socket).
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*
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* Regardless of the return value, the delegate will be informed that the packet was successfully sent.
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*
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**/
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typedef BOOL (^GCDAsyncUdpSocketSendFilterBlock)(NSData *data, NSData *address, long tag);
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@interface GCDAsyncUdpSocket : NSObject
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/**
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* GCDAsyncUdpSocket uses the standard delegate paradigm,
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* but executes all delegate callbacks on a given delegate dispatch queue.
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* This allows for maximum concurrency, while at the same time providing easy thread safety.
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*
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* You MUST set a delegate AND delegate dispatch queue before attempting to
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* use the socket, or you will get an error.
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*
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* The socket queue is optional.
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* If you pass NULL, GCDAsyncSocket will automatically create its own socket queue.
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* If you choose to provide a socket queue, the socket queue must not be a concurrent queue,
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* then please see the discussion for the method markSocketQueueTargetQueue.
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*
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* The delegate queue and socket queue can optionally be the same.
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**/
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- (id)init;
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- (id)initWithSocketQueue:(dispatch_queue_t)sq;
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- (id)initWithDelegate:(id)aDelegate delegateQueue:(dispatch_queue_t)dq;
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- (id)initWithDelegate:(id)aDelegate delegateQueue:(dispatch_queue_t)dq socketQueue:(dispatch_queue_t)sq;
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#pragma mark Configuration
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- (id)delegate;
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- (void)setDelegate:(id)delegate;
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- (void)synchronouslySetDelegate:(id)delegate;
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- (dispatch_queue_t)delegateQueue;
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- (void)setDelegateQueue:(dispatch_queue_t)delegateQueue;
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- (void)synchronouslySetDelegateQueue:(dispatch_queue_t)delegateQueue;
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- (void)getDelegate:(id *)delegatePtr delegateQueue:(dispatch_queue_t *)delegateQueuePtr;
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- (void)setDelegate:(id)delegate delegateQueue:(dispatch_queue_t)delegateQueue;
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- (void)synchronouslySetDelegate:(id)delegate delegateQueue:(dispatch_queue_t)delegateQueue;
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/**
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* By default, both IPv4 and IPv6 are enabled.
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*
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* This means GCDAsyncUdpSocket automatically supports both protocols,
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* and can send to IPv4 or IPv6 addresses,
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* as well as receive over IPv4 and IPv6.
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*
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* For operations that require DNS resolution, GCDAsyncUdpSocket supports both IPv4 and IPv6.
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* If a DNS lookup returns only IPv4 results, GCDAsyncUdpSocket will automatically use IPv4.
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* If a DNS lookup returns only IPv6 results, GCDAsyncUdpSocket will automatically use IPv6.
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* If a DNS lookup returns both IPv4 and IPv6 results, then the protocol used depends on the configured preference.
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* If IPv4 is preferred, then IPv4 is used.
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* If IPv6 is preferred, then IPv6 is used.
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* If neutral, then the first IP version in the resolved array will be used.
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*
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* Starting with Mac OS X 10.7 Lion and iOS 5, the default IP preference is neutral.
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* On prior systems the default IP preference is IPv4.
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**/
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- (BOOL)isIPv4Enabled;
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- (void)setIPv4Enabled:(BOOL)flag;
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- (BOOL)isIPv6Enabled;
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- (void)setIPv6Enabled:(BOOL)flag;
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- (BOOL)isIPv4Preferred;
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- (BOOL)isIPv6Preferred;
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- (BOOL)isIPVersionNeutral;
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- (void)setPreferIPv4;
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- (void)setPreferIPv6;
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- (void)setIPVersionNeutral;
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/**
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* Gets/Sets the maximum size of the buffer that will be allocated for receive operations.
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* The default maximum size is 9216 bytes.
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*
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* The theoretical maximum size of any IPv4 UDP packet is UINT16_MAX = 65535.
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* The theoretical maximum size of any IPv6 UDP packet is UINT32_MAX = 4294967295.
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*
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* Since the OS/GCD notifies us of the size of each received UDP packet,
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* the actual allocated buffer size for each packet is exact.
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* And in practice the size of UDP packets is generally much smaller than the max.
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* Indeed most protocols will send and receive packets of only a few bytes,
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* or will set a limit on the size of packets to prevent fragmentation in the IP layer.
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*
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* If you set the buffer size too small, the sockets API in the OS will silently discard
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* any extra data, and you will not be notified of the error.
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**/
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- (uint16_t)maxReceiveIPv4BufferSize;
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- (void)setMaxReceiveIPv4BufferSize:(uint16_t)max;
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- (uint32_t)maxReceiveIPv6BufferSize;
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- (void)setMaxReceiveIPv6BufferSize:(uint32_t)max;
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/**
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* User data allows you to associate arbitrary information with the socket.
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* This data is not used internally in any way.
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**/
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- (id)userData;
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- (void)setUserData:(id)arbitraryUserData;
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#pragma mark Diagnostics
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/**
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* Returns the local address info for the socket.
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*
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* The localAddress method returns a sockaddr structure wrapped in a NSData object.
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* The localHost method returns the human readable IP address as a string.
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*
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* Note: Address info may not be available until after the socket has been binded, connected
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* or until after data has been sent.
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**/
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- (NSData *)localAddress;
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- (NSString *)localHost;
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- (uint16_t)localPort;
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- (NSData *)localAddress_IPv4;
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- (NSString *)localHost_IPv4;
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- (uint16_t)localPort_IPv4;
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- (NSData *)localAddress_IPv6;
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- (NSString *)localHost_IPv6;
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- (uint16_t)localPort_IPv6;
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/**
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* Returns the remote address info for the socket.
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*
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* The connectedAddress method returns a sockaddr structure wrapped in a NSData object.
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* The connectedHost method returns the human readable IP address as a string.
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*
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* Note: Since UDP is connectionless by design, connected address info
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* will not be available unless the socket is explicitly connected to a remote host/port.
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* If the socket is not connected, these methods will return nil / 0.
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**/
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- (NSData *)connectedAddress;
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- (NSString *)connectedHost;
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- (uint16_t)connectedPort;
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/**
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* Returns whether or not this socket has been connected to a single host.
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* By design, UDP is a connectionless protocol, and connecting is not needed.
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* If connected, the socket will only be able to send/receive data to/from the connected host.
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**/
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- (BOOL)isConnected;
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/**
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* Returns whether or not this socket has been closed.
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* The only way a socket can be closed is if you explicitly call one of the close methods.
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**/
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- (BOOL)isClosed;
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/**
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* Returns whether or not this socket is IPv4.
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*
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* By default this will be true, unless:
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* - IPv4 is disabled (via setIPv4Enabled:)
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* - The socket is explicitly bound to an IPv6 address
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* - The socket is connected to an IPv6 address
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**/
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- (BOOL)isIPv4;
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/**
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* Returns whether or not this socket is IPv6.
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*
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* By default this will be true, unless:
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* - IPv6 is disabled (via setIPv6Enabled:)
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* - The socket is explicitly bound to an IPv4 address
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* _ The socket is connected to an IPv4 address
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*
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* This method will also return false on platforms that do not support IPv6.
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* Note: The iPhone does not currently support IPv6.
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**/
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- (BOOL)isIPv6;
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#pragma mark Binding
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/**
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* Binds the UDP socket to the given port.
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* Binding should be done for server sockets that receive data prior to sending it.
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* Client sockets can skip binding,
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* as the OS will automatically assign the socket an available port when it starts sending data.
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*
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* You may optionally pass a port number of zero to immediately bind the socket,
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* yet still allow the OS to automatically assign an available port.
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*
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* You cannot bind a socket after its been connected.
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* You can only bind a socket once.
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* You can still connect a socket (if desired) after binding.
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*
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* On success, returns YES.
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* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass NULL for errPtr.
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**/
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- (BOOL)bindToPort:(uint16_t)port error:(NSError **)errPtr;
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/**
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* Binds the UDP socket to the given port and optional interface.
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* Binding should be done for server sockets that receive data prior to sending it.
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* Client sockets can skip binding,
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* as the OS will automatically assign the socket an available port when it starts sending data.
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*
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* You may optionally pass a port number of zero to immediately bind the socket,
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* yet still allow the OS to automatically assign an available port.
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*
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* The interface may be a name (e.g. "en1" or "lo0") or the corresponding IP address (e.g. "192.168.4.35").
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* You may also use the special strings "localhost" or "loopback" to specify that
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* the socket only accept packets from the local machine.
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*
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* You cannot bind a socket after its been connected.
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* You can only bind a socket once.
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* You can still connect a socket (if desired) after binding.
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*
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* On success, returns YES.
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* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass NULL for errPtr.
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**/
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- (BOOL)bindToPort:(uint16_t)port interface:(NSString *)interface error:(NSError **)errPtr;
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/**
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* Binds the UDP socket to the given address, specified as a sockaddr structure wrapped in a NSData object.
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*
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* If you have an existing struct sockaddr you can convert it to a NSData object like so:
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* struct sockaddr sa -> NSData *dsa = [NSData dataWithBytes:&remoteAddr length:remoteAddr.sa_len];
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* struct sockaddr *sa -> NSData *dsa = [NSData dataWithBytes:remoteAddr length:remoteAddr->sa_len];
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*
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* Binding should be done for server sockets that receive data prior to sending it.
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* Client sockets can skip binding,
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* as the OS will automatically assign the socket an available port when it starts sending data.
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*
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* You cannot bind a socket after its been connected.
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* You can only bind a socket once.
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* You can still connect a socket (if desired) after binding.
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*
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* On success, returns YES.
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* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass NULL for errPtr.
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**/
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- (BOOL)bindToAddress:(NSData *)localAddr error:(NSError **)errPtr;
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#pragma mark Connecting
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/**
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* Connects the UDP socket to the given host and port.
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* By design, UDP is a connectionless protocol, and connecting is not needed.
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*
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* Choosing to connect to a specific host/port has the following effect:
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* - You will only be able to send data to the connected host/port.
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* - You will only be able to receive data from the connected host/port.
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* - You will receive ICMP messages that come from the connected host/port, such as "connection refused".
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*
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* The actual process of connecting a UDP socket does not result in any communication on the socket.
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* It simply changes the internal state of the socket.
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*
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* You cannot bind a socket after it has been connected.
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* You can only connect a socket once.
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*
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* The host may be a domain name (e.g. "deusty.com") or an IP address string (e.g. "192.168.0.2").
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*
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* This method is asynchronous as it requires a DNS lookup to resolve the given host name.
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* If an obvious error is detected, this method immediately returns NO and sets errPtr.
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* If you don't care about the error, you can pass nil for errPtr.
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* Otherwise, this method returns YES and begins the asynchronous connection process.
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* The result of the asynchronous connection process will be reported via the delegate methods.
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**/
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- (BOOL)connectToHost:(NSString *)host onPort:(uint16_t)port error:(NSError **)errPtr;
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/**
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* Connects the UDP socket to the given address, specified as a sockaddr structure wrapped in a NSData object.
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*
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* If you have an existing struct sockaddr you can convert it to a NSData object like so:
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* struct sockaddr sa -> NSData *dsa = [NSData dataWithBytes:&remoteAddr length:remoteAddr.sa_len];
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* struct sockaddr *sa -> NSData *dsa = [NSData dataWithBytes:remoteAddr length:remoteAddr->sa_len];
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*
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* By design, UDP is a connectionless protocol, and connecting is not needed.
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*
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* Choosing to connect to a specific address has the following effect:
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* - You will only be able to send data to the connected address.
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* - You will only be able to receive data from the connected address.
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* - You will receive ICMP messages that come from the connected address, such as "connection refused".
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*
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* Connecting a UDP socket does not result in any communication on the socket.
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* It simply changes the internal state of the socket.
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*
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* You cannot bind a socket after its been connected.
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||
|
* 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.
|
||
|
*
|
||
|
* Note: Unlike the connectToHost:onPort:error: method, this method does not require a DNS lookup.
|
||
|
* Thus when this method returns, the connection has either failed or fully completed.
|
||
|
* In other words, this method is synchronous, unlike the asynchronous connectToHost::: method.
|
||
|
* However, for compatibility and simplification of delegate code, if this method returns YES
|
||
|
* then the corresponding delegate method (udpSocket:didConnectToHost:port:) is still invoked.
|
||
|
**/
|
||
|
- (BOOL)connectToAddress:(NSData *)remoteAddr error:(NSError **)errPtr;
|
||
|
|
||
|
#pragma mark Multicast
|
||
|
|
||
|
/**
|
||
|
* Join multicast group.
|
||
|
* Group should be an IP address (eg @"225.228.0.1").
|
||
|
*
|
||
|
* 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)joinMulticastGroup:(NSString *)group error:(NSError **)errPtr;
|
||
|
|
||
|
/**
|
||
|
* Join multicast group.
|
||
|
* Group should be an IP address (eg @"225.228.0.1").
|
||
|
* The interface may be a name (e.g. "en1" or "lo0") or the corresponding IP address (e.g. "192.168.4.35").
|
||
|
*
|
||
|
* 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)joinMulticastGroup:(NSString *)group onInterface:(NSString *)interface error:(NSError **)errPtr;
|
||
|
|
||
|
- (BOOL)leaveMulticastGroup:(NSString *)group error:(NSError **)errPtr;
|
||
|
- (BOOL)leaveMulticastGroup:(NSString *)group onInterface:(NSString *)interface error:(NSError **)errPtr;
|
||
|
|
||
|
#pragma mark Broadcast
|
||
|
|
||
|
/**
|
||
|
* 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 (by the OS) is to prevent
|
||
|
* accidental broadcast messages from flooding the network.
|
||
|
**/
|
||
|
- (BOOL)enableBroadcast:(BOOL)flag error:(NSError **)errPtr;
|
||
|
|
||
|
#pragma mark Sending
|
||
|
|
||
|
/**
|
||
|
* Asynchronously sends the given data, with the given timeout and tag.
|
||
|
*
|
||
|
* This method may only be used with a connected socket.
|
||
|
* Recall that connecting is optional for a UDP socket.
|
||
|
* For connected sockets, data can only be sent to the connected address.
|
||
|
* For non-connected sockets, the remote destination is specified for each packet.
|
||
|
* For more information about optionally connecting udp sockets, see the documentation for the connect methods above.
|
||
|
*
|
||
|
* @param data
|
||
|
* The data to send.
|
||
|
* If data is nil or zero-length, this method does nothing.
|
||
|
* If passing NSMutableData, please read the thread-safety notice below.
|
||
|
*
|
||
|
* @param timeout
|
||
|
* The timeout for the send opeartion.
|
||
|
* If the timeout value is negative, the send operation will not use a timeout.
|
||
|
*
|
||
|
* @param tag
|
||
|
* The tag is for your convenience.
|
||
|
* It is not sent or received over the socket in any manner what-so-ever.
|
||
|
* It is reported back as a parameter in the udpSocket:didSendDataWithTag:
|
||
|
* or udpSocket:didNotSendDataWithTag:dueToError: methods.
|
||
|
* You can use it as an array index, state id, type constant, etc.
|
||
|
*
|
||
|
*
|
||
|
* Thread-Safety Note:
|
||
|
* If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while
|
||
|
* the socket is sending it. In other words, it's not safe to alter the data until after the delegate method
|
||
|
* udpSocket:didSendDataWithTag: or udpSocket:didNotSendDataWithTag:dueToError: is invoked signifying
|
||
|
* that this particular send operation has completed.
|
||
|
* This is due to the fact that GCDAsyncUdpSocket does NOT copy the data.
|
||
|
* It simply retains it for performance reasons.
|
||
|
* Often times, if NSMutableData is passed, it is because a request/response was built up in memory.
|
||
|
* Copying this data adds an unwanted/unneeded overhead.
|
||
|
* If you need to write data from an immutable buffer, and you need to alter the buffer before the socket
|
||
|
* completes sending the bytes (which is NOT immediately after this method returns, but rather at a later time
|
||
|
* when the delegate method notifies you), then you should first copy the bytes, and pass the copy to this method.
|
||
|
**/
|
||
|
- (void)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.
|
||
|
* Recall that connecting is optional for a UDP socket.
|
||
|
* For connected sockets, data can only be sent to the connected address.
|
||
|
* For non-connected sockets, the remote destination is specified for each packet.
|
||
|
* For more information about optionally connecting udp sockets, see the documentation for the connect methods above.
|
||
|
*
|
||
|
* @param data
|
||
|
* The data to send.
|
||
|
* If data is nil or zero-length, this method does nothing.
|
||
|
* If passing NSMutableData, please read the thread-safety notice below.
|
||
|
*
|
||
|
* @param host
|
||
|
* The destination to send the udp packet to.
|
||
|
* May be specified as a domain name (e.g. "deusty.com") or an IP address string (e.g. "192.168.0.2").
|
||
|
* You may also use the convenience strings of "loopback" or "localhost".
|
||
|
*
|
||
|
* @param port
|
||
|
* The port of the host to send to.
|
||
|
*
|
||
|
* @param timeout
|
||
|
* The timeout for the send opeartion.
|
||
|
* If the timeout value is negative, the send operation will not use a timeout.
|
||
|
*
|
||
|
* @param tag
|
||
|
* The tag is for your convenience.
|
||
|
* It is not sent or received over the socket in any manner what-so-ever.
|
||
|
* It is reported back as a parameter in the udpSocket:didSendDataWithTag:
|
||
|
* or udpSocket:didNotSendDataWithTag:dueToError: methods.
|
||
|
* You can use it as an array index, state id, type constant, etc.
|
||
|
*
|
||
|
*
|
||
|
* Thread-Safety Note:
|
||
|
* If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while
|
||
|
* the socket is sending it. In other words, it's not safe to alter the data until after the delegate method
|
||
|
* udpSocket:didSendDataWithTag: or udpSocket:didNotSendDataWithTag:dueToError: is invoked signifying
|
||
|
* that this particular send operation has completed.
|
||
|
* This is due to the fact that GCDAsyncUdpSocket does NOT copy the data.
|
||
|
* It simply retains it for performance reasons.
|
||
|
* Often times, if NSMutableData is passed, it is because a request/response was built up in memory.
|
||
|
* Copying this data adds an unwanted/unneeded overhead.
|
||
|
* If you need to write data from an immutable buffer, and you need to alter the buffer before the socket
|
||
|
* completes sending the bytes (which is NOT immediately after this method returns, but rather at a later time
|
||
|
* when the delegate method notifies you), then you should first copy the bytes, and pass the copy to this method.
|
||
|
**/
|
||
|
- (void)sendData:(NSData *)data
|
||
|
toHost:(NSString *)host
|
||
|
port:(uint16_t)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.
|
||
|
* Recall that connecting is optional for a UDP socket.
|
||
|
* For connected sockets, data can only be sent to the connected address.
|
||
|
* For non-connected sockets, the remote destination is specified for each packet.
|
||
|
* For more information about optionally connecting udp sockets, see the documentation for the connect methods above.
|
||
|
*
|
||
|
* @param data
|
||
|
* The data to send.
|
||
|
* If data is nil or zero-length, this method does nothing.
|
||
|
* If passing NSMutableData, please read the thread-safety notice below.
|
||
|
*
|
||
|
* @param remoteAddr
|
||
|
* The address to send the data to (specified as a sockaddr structure wrapped in a NSData object).
|
||
|
*
|
||
|
* @param timeout
|
||
|
* The timeout for the send opeartion.
|
||
|
* If the timeout value is negative, the send operation will not use a timeout.
|
||
|
*
|
||
|
* @param tag
|
||
|
* The tag is for your convenience.
|
||
|
* It is not sent or received over the socket in any manner what-so-ever.
|
||
|
* It is reported back as a parameter in the udpSocket:didSendDataWithTag:
|
||
|
* or udpSocket:didNotSendDataWithTag:dueToError: methods.
|
||
|
* You can use it as an array index, state id, type constant, etc.
|
||
|
*
|
||
|
*
|
||
|
* Thread-Safety Note:
|
||
|
* If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while
|
||
|
* the socket is sending it. In other words, it's not safe to alter the data until after the delegate method
|
||
|
* udpSocket:didSendDataWithTag: or udpSocket:didNotSendDataWithTag:dueToError: is invoked signifying
|
||
|
* that this particular send operation has completed.
|
||
|
* This is due to the fact that GCDAsyncUdpSocket does NOT copy the data.
|
||
|
* It simply retains it for performance reasons.
|
||
|
* Often times, if NSMutableData is passed, it is because a request/response was built up in memory.
|
||
|
* Copying this data adds an unwanted/unneeded overhead.
|
||
|
* If you need to write data from an immutable buffer, and you need to alter the buffer before the socket
|
||
|
* completes sending the bytes (which is NOT immediately after this method returns, but rather at a later time
|
||
|
* when the delegate method notifies you), then you should first copy the bytes, and pass the copy to this method.
|
||
|
**/
|
||
|
- (void)sendData:(NSData *)data toAddress:(NSData *)remoteAddr withTimeout:(NSTimeInterval)timeout tag:(long)tag;
|
||
|
|
||
|
/**
|
||
|
* You may optionally set a send filter for the socket.
|
||
|
* A filter can provide several interesting possibilities:
|
||
|
*
|
||
|
* 1. Optional caching of resolved addresses for domain names.
|
||
|
* The cache could later be consulted, resulting in fewer system calls to getaddrinfo.
|
||
|
*
|
||
|
* 2. Reusable modules of code for bandwidth monitoring.
|
||
|
*
|
||
|
* 3. Sometimes traffic shapers are needed to simulate real world environments.
|
||
|
* A filter allows you to write custom code to simulate such environments.
|
||
|
* The ability to code this yourself is especially helpful when your simulated environment
|
||
|
* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
|
||
|
* or the system tools to handle this aren't available (e.g. on a mobile device).
|
||
|
*
|
||
|
* For more information about GCDAsyncUdpSocketSendFilterBlock, see the documentation for its typedef.
|
||
|
* To remove a previously set filter, invoke this method and pass a nil filterBlock and NULL filterQueue.
|
||
|
*
|
||
|
* Note: This method invokes setSendFilter:withQueue:isAsynchronous: (documented below),
|
||
|
* passing YES for the isAsynchronous parameter.
|
||
|
**/
|
||
|
- (void)setSendFilter:(GCDAsyncUdpSocketSendFilterBlock)filterBlock withQueue:(dispatch_queue_t)filterQueue;
|
||
|
|
||
|
/**
|
||
|
* The receive filter can be run via dispatch_async or dispatch_sync.
|
||
|
* Most typical situations call for asynchronous operation.
|
||
|
*
|
||
|
* However, there are a few situations in which synchronous operation is preferred.
|
||
|
* Such is the case when the filter is extremely minimal and fast.
|
||
|
* This is because dispatch_sync is faster than dispatch_async.
|
||
|
*
|
||
|
* If you choose synchronous operation, be aware of possible deadlock conditions.
|
||
|
* Since the socket queue is executing your block via dispatch_sync,
|
||
|
* then you cannot perform any tasks which may invoke dispatch_sync on the socket queue.
|
||
|
* For example, you can't query properties on the socket.
|
||
|
**/
|
||
|
- (void)setSendFilter:(GCDAsyncUdpSocketSendFilterBlock)filterBlock
|
||
|
withQueue:(dispatch_queue_t)filterQueue
|
||
|
isAsynchronous:(BOOL)isAsynchronous;
|
||
|
|
||
|
#pragma mark Receiving
|
||
|
|
||
|
/**
|
||
|
* There are two modes of operation for receiving packets: one-at-a-time & continuous.
|
||
|
*
|
||
|
* In one-at-a-time mode, you call receiveOnce everytime your delegate is ready to process an incoming udp packet.
|
||
|
* Receiving packets one-at-a-time may be better suited for implementing certain state machine code,
|
||
|
* where your state machine may not always be ready to process incoming packets.
|
||
|
*
|
||
|
* In continuous mode, the delegate is invoked immediately everytime incoming udp packets are received.
|
||
|
* Receiving packets continuously is better suited to real-time streaming applications.
|
||
|
*
|
||
|
* You may switch back and forth between one-at-a-time mode and continuous mode.
|
||
|
* If the socket is currently in continuous mode, calling this method will switch it to one-at-a-time mode.
|
||
|
*
|
||
|
* When a packet is received (and not filtered by the optional receive filter),
|
||
|
* the delegate method (udpSocket:didReceiveData:fromAddress:withFilterContext:) is invoked.
|
||
|
*
|
||
|
* If the socket is able to begin receiving packets, this method returns YES.
|
||
|
* Otherwise it returns NO, and sets the errPtr with appropriate error information.
|
||
|
*
|
||
|
* An example error:
|
||
|
* You created a udp socket to act as a server, and immediately called receive.
|
||
|
* You forgot to first bind the socket to a port number, and received a error with a message like:
|
||
|
* "Must bind socket before you can receive data."
|
||
|
**/
|
||
|
- (BOOL)receiveOnce:(NSError **)errPtr;
|
||
|
|
||
|
/**
|
||
|
* There are two modes of operation for receiving packets: one-at-a-time & continuous.
|
||
|
*
|
||
|
* In one-at-a-time mode, you call receiveOnce everytime your delegate is ready to process an incoming udp packet.
|
||
|
* Receiving packets one-at-a-time may be better suited for implementing certain state machine code,
|
||
|
* where your state machine may not always be ready to process incoming packets.
|
||
|
*
|
||
|
* In continuous mode, the delegate is invoked immediately everytime incoming udp packets are received.
|
||
|
* Receiving packets continuously is better suited to real-time streaming applications.
|
||
|
*
|
||
|
* You may switch back and forth between one-at-a-time mode and continuous mode.
|
||
|
* If the socket is currently in one-at-a-time mode, calling this method will switch it to continuous mode.
|
||
|
*
|
||
|
* For every received packet (not filtered by the optional receive filter),
|
||
|
* the delegate method (udpSocket:didReceiveData:fromAddress:withFilterContext:) is invoked.
|
||
|
*
|
||
|
* If the socket is able to begin receiving packets, this method returns YES.
|
||
|
* Otherwise it returns NO, and sets the errPtr with appropriate error information.
|
||
|
*
|
||
|
* An example error:
|
||
|
* You created a udp socket to act as a server, and immediately called receive.
|
||
|
* You forgot to first bind the socket to a port number, and received a error with a message like:
|
||
|
* "Must bind socket before you can receive data."
|
||
|
**/
|
||
|
- (BOOL)beginReceiving:(NSError **)errPtr;
|
||
|
|
||
|
/**
|
||
|
* If the socket is currently receiving (beginReceiving has been called), this method pauses the receiving.
|
||
|
* That is, it won't read any more packets from the underlying OS socket until beginReceiving is called again.
|
||
|
*
|
||
|
* Important Note:
|
||
|
* GCDAsyncUdpSocket may be running in parallel with your code.
|
||
|
* That is, your delegate is likely running on a separate thread/dispatch_queue.
|
||
|
* When you invoke this method, GCDAsyncUdpSocket may have already dispatched delegate methods to be invoked.
|
||
|
* Thus, if those delegate methods have already been dispatch_async'd,
|
||
|
* your didReceive delegate method may still be invoked after this method has been called.
|
||
|
* You should be aware of this, and program defensively.
|
||
|
**/
|
||
|
- (void)pauseReceiving;
|
||
|
|
||
|
/**
|
||
|
* You may optionally set a receive filter for the socket.
|
||
|
* This receive filter may be set to run in its own queue (independent of delegate queue).
|
||
|
*
|
||
|
* A filter can provide several useful features.
|
||
|
*
|
||
|
* 1. Many times udp packets need to be parsed.
|
||
|
* Since the filter can run in its own independent queue, you can parallelize this parsing quite easily.
|
||
|
* The end result is a parallel socket io, datagram parsing, and packet processing.
|
||
|
*
|
||
|
* 2. Many times udp packets are discarded because they are duplicate/unneeded/unsolicited.
|
||
|
* The filter can prevent such packets from arriving at the delegate.
|
||
|
* And because the filter can run in its own independent queue, this doesn't slow down the delegate.
|
||
|
*
|
||
|
* - Since the udp protocol does not guarantee delivery, udp packets may be lost.
|
||
|
* Many protocols built atop udp thus provide various resend/re-request algorithms.
|
||
|
* This sometimes results in duplicate packets arriving.
|
||
|
* A filter may allow you to architect the duplicate detection code to run in parallel to normal processing.
|
||
|
*
|
||
|
* - Since the udp socket may be connectionless, its possible for unsolicited packets to arrive.
|
||
|
* Such packets need to be ignored.
|
||
|
*
|
||
|
* 3. Sometimes traffic shapers are needed to simulate real world environments.
|
||
|
* A filter allows you to write custom code to simulate such environments.
|
||
|
* The ability to code this yourself is especially helpful when your simulated environment
|
||
|
* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
|
||
|
* or the system tools to handle this aren't available (e.g. on a mobile device).
|
||
|
*
|
||
|
* Example:
|
||
|
*
|
||
|
* GCDAsyncUdpSocketReceiveFilterBlock filter = ^BOOL (NSData *data, NSData *address, id *context) {
|
||
|
*
|
||
|
* MyProtocolMessage *msg = [MyProtocol parseMessage:data];
|
||
|
*
|
||
|
* *context = response;
|
||
|
* return (response != nil);
|
||
|
* };
|
||
|
* [udpSocket setReceiveFilter:filter withQueue:myParsingQueue];
|
||
|
*
|
||
|
* For more information about GCDAsyncUdpSocketReceiveFilterBlock, see the documentation for its typedef.
|
||
|
* To remove a previously set filter, invoke this method and pass a nil filterBlock and NULL filterQueue.
|
||
|
*
|
||
|
* Note: This method invokes setReceiveFilter:withQueue:isAsynchronous: (documented below),
|
||
|
* passing YES for the isAsynchronous parameter.
|
||
|
**/
|
||
|
- (void)setReceiveFilter:(GCDAsyncUdpSocketReceiveFilterBlock)filterBlock withQueue:(dispatch_queue_t)filterQueue;
|
||
|
|
||
|
/**
|
||
|
* The receive filter can be run via dispatch_async or dispatch_sync.
|
||
|
* Most typical situations call for asynchronous operation.
|
||
|
*
|
||
|
* However, there are a few situations in which synchronous operation is preferred.
|
||
|
* Such is the case when the filter is extremely minimal and fast.
|
||
|
* This is because dispatch_sync is faster than dispatch_async.
|
||
|
*
|
||
|
* If you choose synchronous operation, be aware of possible deadlock conditions.
|
||
|
* Since the socket queue is executing your block via dispatch_sync,
|
||
|
* then you cannot perform any tasks which may invoke dispatch_sync on the socket queue.
|
||
|
* For example, you can't query properties on the socket.
|
||
|
**/
|
||
|
- (void)setReceiveFilter:(GCDAsyncUdpSocketReceiveFilterBlock)filterBlock
|
||
|
withQueue:(dispatch_queue_t)filterQueue
|
||
|
isAsynchronous:(BOOL)isAsynchronous;
|
||
|
|
||
|
#pragma mark Closing
|
||
|
|
||
|
/**
|
||
|
* Immediately closes the underlying socket.
|
||
|
* Any pending send operations are discarded.
|
||
|
*
|
||
|
* The GCDAsyncUdpSocket instance may optionally be used again.
|
||
|
* (it will setup/configure/use another unnderlying BSD socket).
|
||
|
**/
|
||
|
- (void)close;
|
||
|
|
||
|
/**
|
||
|
* Closes the underlying socket after all pending send operations have been sent.
|
||
|
*
|
||
|
* The GCDAsyncUdpSocket instance may optionally be used again.
|
||
|
* (it will setup/configure/use another unnderlying BSD socket).
|
||
|
**/
|
||
|
- (void)closeAfterSending;
|
||
|
|
||
|
#pragma mark Advanced
|
||
|
/**
|
||
|
* GCDAsyncSocket maintains thread safety by using an internal serial dispatch_queue.
|
||
|
* In most cases, the instance creates this queue itself.
|
||
|
* However, to allow for maximum flexibility, the internal queue may be passed in the init method.
|
||
|
* This allows for some advanced options such as controlling socket priority via target queues.
|
||
|
* However, when one begins to use target queues like this, they open the door to some specific deadlock issues.
|
||
|
*
|
||
|
* For example, imagine there are 2 queues:
|
||
|
* dispatch_queue_t socketQueue;
|
||
|
* dispatch_queue_t socketTargetQueue;
|
||
|
*
|
||
|
* If you do this (pseudo-code):
|
||
|
* socketQueue.targetQueue = socketTargetQueue;
|
||
|
*
|
||
|
* Then all socketQueue operations will actually get run on the given socketTargetQueue.
|
||
|
* This is fine and works great in most situations.
|
||
|
* But if you run code directly from within the socketTargetQueue that accesses the socket,
|
||
|
* you could potentially get deadlock. Imagine the following code:
|
||
|
*
|
||
|
* - (BOOL)socketHasSomething
|
||
|
* {
|
||
|
* __block BOOL result = NO;
|
||
|
* dispatch_block_t block = ^{
|
||
|
* result = [self someInternalMethodToBeRunOnlyOnSocketQueue];
|
||
|
* }
|
||
|
* if (is_executing_on_queue(socketQueue))
|
||
|
* block();
|
||
|
* else
|
||
|
* dispatch_sync(socketQueue, block);
|
||
|
*
|
||
|
* return result;
|
||
|
* }
|
||
|
*
|
||
|
* What happens if you call this method from the socketTargetQueue? The result is deadlock.
|
||
|
* This is because the GCD API offers no mechanism to discover a queue's targetQueue.
|
||
|
* Thus we have no idea if our socketQueue is configured with a targetQueue.
|
||
|
* If we had this information, we could easily avoid deadlock.
|
||
|
* But, since these API's are missing or unfeasible, you'll have to explicitly set it.
|
||
|
*
|
||
|
* IF you pass a socketQueue via the init method,
|
||
|
* AND you've configured the passed socketQueue with a targetQueue,
|
||
|
* THEN you should pass the end queue in the target hierarchy.
|
||
|
*
|
||
|
* For example, consider the following queue hierarchy:
|
||
|
* socketQueue -> ipQueue -> moduleQueue
|
||
|
*
|
||
|
* This example demonstrates priority shaping within some server.
|
||
|
* All incoming client connections from the same IP address are executed on the same target queue.
|
||
|
* And all connections for a particular module are executed on the same target queue.
|
||
|
* Thus, the priority of all networking for the entire module can be changed on the fly.
|
||
|
* Additionally, networking traffic from a single IP cannot monopolize the module.
|
||
|
*
|
||
|
* Here's how you would accomplish something like that:
|
||
|
* - (dispatch_queue_t)newSocketQueueForConnectionFromAddress:(NSData *)address onSocket:(GCDAsyncSocket *)sock
|
||
|
* {
|
||
|
* dispatch_queue_t socketQueue = dispatch_queue_create("", NULL);
|
||
|
* dispatch_queue_t ipQueue = [self ipQueueForAddress:address];
|
||
|
*
|
||
|
* dispatch_set_target_queue(socketQueue, ipQueue);
|
||
|
* dispatch_set_target_queue(iqQueue, moduleQueue);
|
||
|
*
|
||
|
* return socketQueue;
|
||
|
* }
|
||
|
* - (void)socket:(GCDAsyncSocket *)sock didAcceptNewSocket:(GCDAsyncSocket *)newSocket
|
||
|
* {
|
||
|
* [clientConnections addObject:newSocket];
|
||
|
* [newSocket markSocketQueueTargetQueue:moduleQueue];
|
||
|
* }
|
||
|
*
|
||
|
* Note: This workaround is ONLY needed if you intend to execute code directly on the ipQueue or moduleQueue.
|
||
|
* This is often NOT the case, as such queues are used solely for execution shaping.
|
||
|
**/
|
||
|
- (void)markSocketQueueTargetQueue:(dispatch_queue_t)socketQueuesPreConfiguredTargetQueue;
|
||
|
- (void)unmarkSocketQueueTargetQueue:(dispatch_queue_t)socketQueuesPreviouslyConfiguredTargetQueue;
|
||
|
|
||
|
/**
|
||
|
* It's not thread-safe to access certain variables from outside the socket's internal queue.
|
||
|
*
|
||
|
* For example, the socket file descriptor.
|
||
|
* File descriptors are simply integers which reference an index in the per-process file table.
|
||
|
* However, when one requests a new file descriptor (by opening a file or socket),
|
||
|
* the file descriptor returned is guaranteed to be the lowest numbered unused descriptor.
|
||
|
* So if we're not careful, the following could be possible:
|
||
|
*
|
||
|
* - Thread A invokes a method which returns the socket's file descriptor.
|
||
|
* - The socket is closed via the socket's internal queue on thread B.
|
||
|
* - Thread C opens a file, and subsequently receives the file descriptor that was previously the socket's FD.
|
||
|
* - Thread A is now accessing/altering the file instead of the socket.
|
||
|
*
|
||
|
* In addition to this, other variables are not actually objects,
|
||
|
* and thus cannot be retained/released or even autoreleased.
|
||
|
* An example is the sslContext, of type SSLContextRef, which is actually a malloc'd struct.
|
||
|
*
|
||
|
* Although there are internal variables that make it difficult to maintain thread-safety,
|
||
|
* it is important to provide access to these variables
|
||
|
* to ensure this class can be used in a wide array of environments.
|
||
|
* This method helps to accomplish this by invoking the current block on the socket's internal queue.
|
||
|
* The methods below can be invoked from within the block to access
|
||
|
* those generally thread-unsafe internal variables in a thread-safe manner.
|
||
|
* The given block will be invoked synchronously on the socket's internal queue.
|
||
|
*
|
||
|
* If you save references to any protected variables and use them outside the block, you do so at your own peril.
|
||
|
**/
|
||
|
- (void)performBlock:(dispatch_block_t)block;
|
||
|
|
||
|
/**
|
||
|
* These methods are only available from within the context of a performBlock: invocation.
|
||
|
* See the documentation for the performBlock: method above.
|
||
|
*
|
||
|
* Provides access to the socket's file descriptor(s).
|
||
|
* If the socket isn't connected, or explicity bound to a particular interface,
|
||
|
* it might actually have multiple internal socket file descriptors - one for IPv4 and one for IPv6.
|
||
|
**/
|
||
|
- (int)socketFD;
|
||
|
- (int)socket4FD;
|
||
|
- (int)socket6FD;
|
||
|
|
||
|
#if TARGET_OS_IPHONE
|
||
|
|
||
|
/**
|
||
|
* These methods are only available from within the context of a performBlock: invocation.
|
||
|
* See the documentation for the performBlock: method above.
|
||
|
*
|
||
|
* Returns (creating if necessary) a CFReadStream/CFWriteStream for the internal socket.
|
||
|
*
|
||
|
* Generally GCDAsyncUdpSocket doesn't use CFStream. (It uses the faster GCD API's.)
|
||
|
* However, if you need one for any reason,
|
||
|
* these methods are a convenient way to get access to a safe instance of one.
|
||
|
**/
|
||
|
- (CFReadStreamRef)readStream;
|
||
|
- (CFWriteStreamRef)writeStream;
|
||
|
|
||
|
/**
|
||
|
* This method is only available from within the context of a performBlock: invocation.
|
||
|
* See the documentation for the performBlock: method above.
|
||
|
*
|
||
|
* Configures the socket to allow it to operate when the iOS application has been backgrounded.
|
||
|
* In other words, this method creates a read & write stream, and invokes:
|
||
|
*
|
||
|
* CFReadStreamSetProperty(readStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP);
|
||
|
* CFWriteStreamSetProperty(writeStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP);
|
||
|
*
|
||
|
* Returns YES if successful, NO otherwise.
|
||
|
*
|
||
|
* Example usage:
|
||
|
*
|
||
|
* [asyncUdpSocket performBlock:^{
|
||
|
* [asyncUdpSocket enableBackgroundingOnSocket];
|
||
|
* }];
|
||
|
*
|
||
|
*
|
||
|
* NOTE : Apple doesn't currently support backgrounding UDP sockets. (Only TCP for now).
|
||
|
**/
|
||
|
//- (BOOL)enableBackgroundingOnSockets;
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#pragma mark Utilities
|
||
|
|
||
|
/**
|
||
|
* Extracting host/port/family information from raw address data.
|
||
|
**/
|
||
|
|
||
|
+ (NSString *)hostFromAddress:(NSData *)address;
|
||
|
+ (uint16_t)portFromAddress:(NSData *)address;
|
||
|
+ (int)familyFromAddress:(NSData *)address;
|
||
|
|
||
|
+ (BOOL)isIPv4Address:(NSData *)address;
|
||
|
+ (BOOL)isIPv6Address:(NSData *)address;
|
||
|
|
||
|
+ (BOOL)getHost:(NSString **)hostPtr port:(uint16_t *)portPtr fromAddress:(NSData *)address;
|
||
|
+ (BOOL)getHost:(NSString **)hostPtr port:(uint16_t *)portPtr family:(int *)afPtr fromAddress:(NSData *)address;
|
||
|
|
||
|
@end
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
#pragma mark -
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
@protocol GCDAsyncUdpSocketDelegate
|
||
|
@optional
|
||
|
|
||
|
/**
|
||
|
* By design, UDP is a connectionless protocol, and connecting is not needed.
|
||
|
* However, you may optionally choose to connect to a particular host for reasons
|
||
|
* outlined in the documentation for the various connect methods listed above.
|
||
|
*
|
||
|
* This method is called if one of the connect methods are invoked, and the connection is successful.
|
||
|
**/
|
||
|
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didConnectToAddress:(NSData *)address;
|
||
|
|
||
|
/**
|
||
|
* By design, UDP is a connectionless protocol, and connecting is not needed.
|
||
|
* However, you may optionally choose to connect to a particular host for reasons
|
||
|
* outlined in the documentation for the various connect methods listed above.
|
||
|
*
|
||
|
* This method is called if one of the connect methods are invoked, and the connection fails.
|
||
|
* This may happen, for example, if a domain name is given for the host and the domain name is unable to be resolved.
|
||
|
**/
|
||
|
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didNotConnect:(NSError *)error;
|
||
|
|
||
|
/**
|
||
|
* Called when the datagram with the given tag has been sent.
|
||
|
**/
|
||
|
- (void)udpSocket:(GCDAsyncUdpSocket *)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)udpSocket:(GCDAsyncUdpSocket *)sock didNotSendDataWithTag:(long)tag dueToError:(NSError *)error;
|
||
|
|
||
|
/**
|
||
|
* Called when the socket has received the requested datagram.
|
||
|
**/
|
||
|
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didReceiveData:(NSData *)data
|
||
|
fromAddress:(NSData *)address
|
||
|
withFilterContext:(id)filterContext;
|
||
|
|
||
|
/**
|
||
|
* Called when the socket is closed.
|
||
|
**/
|
||
|
- (void)udpSocketDidClose:(GCDAsyncUdpSocket *)sock withError:(NSError *)error;
|
||
|
|
||
|
@end
|
||
|
|