refactor to use regular es5 js, no need to make socket a component
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338
UdpSocket.ios.js
338
UdpSocket.ios.js
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@ -13,14 +13,9 @@
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'use strict';
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var React = require('react-native')
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var {
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Component
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} = React
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var mixInEventEmitter = require('mixInEventEmitter')
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var DeviceEventEmitter = require('RCTDeviceEventEmitter')
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var NativeModules = require('NativeModules')
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var sockets = NativeModules.UdpSockets
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var Sockets = require('NativeModules').UdpSockets
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var noop = function () {}
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var instances = 0
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var STATE = {
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@ -29,204 +24,191 @@ var STATE = {
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BOUND: 2
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}
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class RCTSocket extends Component {
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id: String;
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_state: Integer;
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_address: String;
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_port: Integer;
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function UdpSocket(type) {
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this._id = instances++
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this._state = STATE.UNBOUND
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this._subscriptiom = DeviceEventEmitter.addListener(
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'udp-' + this._id + '-data', this._onReceive.bind(this)
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);
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constructor(props) {
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super(props)
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this.id = instances++
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this.subscriptiom = DeviceEventEmitter.addListener(
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'udp-' + this.id + '-data', this._onReceive.bind(this)
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);
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// ensure compatibility with node's EventEmitter
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if (!this.on) this.on = this.addListener.bind(this)
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// ensure compatibility with node's EventEmitter
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if (!this.on) this.on = this.addListener.bind(this)
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Sockets.createSocket(this._id, {
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type: type || 'udp4'
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}) // later
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}
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this._state = STATE.UNBOUND
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sockets.createSocket(this.id, {
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type: props.type || 'udp4'
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}) // later
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UdpSocket.prototype._debug = function() {
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// for now
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var args = [].slice.call(arguments)
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args.unshift(this._id)
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console.log.apply(console, args)
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}
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UdpSocket.prototype.bind = function(port, address, callback) {
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var self = this
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if (this._state !== STATE.UNBOUND) throw new Error('Socket is already bound')
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if (typeof address === 'function') {
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callback = address
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address = undefined
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}
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_debug() {
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var args = [].slice.call(arguments)
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args.unshift(this.id)
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console.log.apply(console, args)
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}
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if (!address) address = '0.0.0.0'
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bind(port, address, callback) {
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var self = this
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if (!port) port = 0
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if (this._state !== STATE.UNBOUND) throw new Error('Socket is already bound')
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if (callback) this.once('listening', callback.bind(this))
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if (typeof address === 'function') {
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callback = address
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address = undefined
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this._state = STATE.BINDING
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this._debug('binding, address:', address, 'port:', port)
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Sockets.bind(this._id, port, address, function(err, addr) {
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if (err) {
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// questionable: may want to self-destruct and
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// force user to create a new socket
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self._state = STATE.UNBOUND
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self._debug('failed to bind', err)
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return self.emit('error', err)
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}
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if (!address) address = '0.0.0.0'
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self._debug('bound to address:', addr.address, 'port:', addr.port)
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self._address = addr.address
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self._port = addr.port
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self._state = STATE.BOUND
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self.emit('listening')
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})
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}
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if (!port) port = 0
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UdpSocket.prototype.close = function() {
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if (this._destroyed) return
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if (callback) this.once('listening', callback.bind(this))
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this._destroyed = true
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this._debug('closing')
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this._subscription.remove();
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this._state = STATE.BINDING
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this._debug('binding, address:', address, 'port:', port)
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sockets.bind(this.id, port, address, function(err, addr) {
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if (err) {
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// questionable: may want to self-destruct and
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// force user to create a new socket
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self._state = STATE.UNBOUND
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self._debug('failed to bind', err)
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return self.emit('error', err)
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}
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Sockets.close(this._id, this._debug.bind(this, 'closed'))
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this.emit('close')
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}
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self._debug('bound to address:', addr.address, 'port:', addr.port)
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self._address = addr.address
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self._port = addr.port
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self._state = STATE.BOUND
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self.emit('listening')
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})
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UdpSocket.prototype._onReceive = function(info) {
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this._debug('received', info)
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var buf = toByteArray(info.data)
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var rinfo = {
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address: info.address,
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port: info.port,
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family: 'IPv4', // not necessarily
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size: buf.length
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}
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componentWillUnmount() {
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this.subscription.remove();
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if (typeof Buffer !== 'undefined') buf = new Buffer(buf)
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this.emit('message', buf, rinfo)
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}
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/**
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* socket.send(buf, offset, length, port, address, [callback])
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*
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* For UDP sockets, the destination port and IP address must be
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* specified. A string may be supplied for the address parameter, and it will
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* be resolved with DNS. An optional callback may be specified to detect any
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* DNS errors and when buf may be re-used. Note that DNS lookups will delay
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* the time that a send takes place, at least until the next tick. The only
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* way to know for sure that a send has taken place is to use the callback.
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*
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* If the socket has not been previously bound with a call to bind, it's
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* assigned a random port number and bound to the "all interfaces" address
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* (0.0.0.0 for udp4 sockets, ::0 for udp6 sockets).
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*
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* @param {Array|string} message to be sent
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* @param {number} offset Offset in the buffer where the message starts.
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* @param {number} length Number of bytes in the message.
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* @param {number} port destination port
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* @param {string} address destination IP
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* @param {function} callback Callback when message is done being delivered.
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* Optional.
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*/
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// UdpSocket.prototype.send = function (buf, host, port, cb) {
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UdpSocket.prototype.send = function(buffer, offset, length, port, address, callback) {
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var self = this
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if (offset !== 0) throw new Error('Non-zero offset not supported yet')
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if (this._state === STATE.UNBOUND) {
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throw new Error('bind before sending, seriously dude')
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}
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else if (this._state === STATE.BINDING) {
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// we're ok, GCDAsync(Udp)Socket handles queueing internally
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}
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_onReceive(info) {
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this._debug('received', info)
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callback = callback || noop
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if (typeof buffer === 'string') {
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buffer = toByteArray(buffer)
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}
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else if (typeof Buffer !== 'undefined' && Buffer.isBuffer(buffer)) {
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buffer = buffer.toJSON().data
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}
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var buf = toByteArray(info.data)
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var rinfo = {
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address: info.address,
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port: info.port,
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family: 'IPv4', // not necessarily
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size: buf.length
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self._debug('sending', buffer)
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Sockets.send(this._id, buffer, +port, address, function(err) {
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if (err) {
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self._debug('send failed', err)
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return callback(err)
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}
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if (typeof Buffer !== 'undefined') buf = new Buffer(buf)
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self._debug('sent')
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callback()
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})
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}
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this.emit('message', buf, rinfo)
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UdpSocket.prototype.address = function() {
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if (this._state !== STATE.BOUND) {
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throw new Error('socket is not bound yet')
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}
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/**
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* socket.send(buf, offset, length, port, address, [callback])
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*
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* For UDP sockets, the destination port and IP address must be
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* specified. A string may be supplied for the address parameter, and it will
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* be resolved with DNS. An optional callback may be specified to detect any
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* DNS errors and when buf may be re-used. Note that DNS lookups will delay
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* the time that a send takes place, at least until the next tick. The only
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* way to know for sure that a send has taken place is to use the callback.
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*
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* If the socket has not been previously bound with a call to bind, it's
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* assigned a random port number and bound to the "all interfaces" address
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* (0.0.0.0 for udp4 sockets, ::0 for udp6 sockets).
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*
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* @param {Array|string} message to be sent
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* @param {number} offset Offset in the buffer where the message starts.
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* @param {number} length Number of bytes in the message.
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* @param {number} port destination port
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* @param {string} address destination IP
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* @param {function} callback Callback when message is done being delivered.
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* Optional.
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*/
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// Socket.prototype.send = function (buf, host, port, cb) {
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send(buffer, offset, length, port, address, callback) {
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var self = this
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if (offset !== 0) throw new Error('Non-zero offset not supported yet')
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if (this._state === STATE.UNBOUND) {
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throw new Error('bind before sending, seriously dude')
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}
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else if (this._state === STATE.BINDING) {
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// we're ok, GCDAsync(Udp)Socket handles queueing internally
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}
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callback = callback || noop
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if (typeof buffer === 'string') {
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buffer = toByteArray(buffer)
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}
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else if (typeof Buffer !== 'undefined' && Buffer.isBuffer(buffer)) {
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buffer = buffer.toJSON().data
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}
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self._debug('sending', buffer)
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sockets.send(this.id, buffer, +port, address, function(err) {
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if (err) {
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self._debug('send failed', err)
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return callback(err)
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}
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self._debug('sent')
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callback()
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})
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}
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address() {
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if (this._state !== STATE.BOUND) {
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throw new Error('socket is not bound yet')
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}
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return {
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address: this._address,
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port: this._port,
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family: 'IPv4'
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}
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}
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close() {
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var self = this
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if (this._destroyed) return
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this._destroyed = true
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this._debug('closing')
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sockets.close(this.id, function() {
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self._debug('closed')
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})
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this.emit('close')
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}
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setBroadcast(flag) {
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// nothing yet
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}
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setTTL(ttl) {
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// nothing yet
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}
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setMulticastTTL(ttl, callback) {
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// nothing yet
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}
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setMulticastLoopback(flag, callback) {
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// nothing yet
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}
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addMembership(multicastAddress, multicastInterface, callback) {
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// nothing yet
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}
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dropMembership(multicastAddress, multicastInterface, callback) {
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// nothing yet
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}
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ref() {
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// anything?
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}
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unref() {
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// anything?
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return {
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address: this._address,
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port: this._port,
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family: 'IPv4'
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}
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}
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mixInEventEmitter(RCTSocket, {
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UdpSocket.prototype.setBroadcast = function(flag) {
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// nothing yet
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}
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UdpSocket.prototype.setTTL = function(ttl) {
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// nothing yet
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}
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UdpSocket.prototype.setMulticastTTL = function(ttl, callback) {
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// nothing yet
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}
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UdpSocket.prototype.setMulticastLoopback = function(flag, callback) {
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// nothing yet
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}
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UdpSocket.prototype.addMembership = function(multicastAddress, multicastInterface, callback) {
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// nothing yet
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}
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UdpSocket.prototype.dropMembership = function(multicastAddress, multicastInterface, callback) {
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// nothing yet
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}
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UdpSocket.prototype.ref = function() {
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// anything?
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}
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UdpSocket.prototype.unref = function() {
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// anything?
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}
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mixInEventEmitter(UdpSocket, {
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'listening': true,
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'message': true,
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'close': true,
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@ -258,4 +240,4 @@ function toByteArray(obj) {
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return new Uint8Array(uint);
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}
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module.exports = RCTSocket
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module.exports = UdpSocket
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@ -4,7 +4,7 @@
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* @flow
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*/
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var UdpSocket = require('UdpSocket')
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var UdpSocket = require('./UdpSocket.ios')
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module.exports = {
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createSocket: function(type) {
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