📄 vsocket.h
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// Copyright (C) 2006 Teamviewer GmbH. All Rights Reserved.
// Copyright (C) 1999 AT&T Laboratories Cambridge. All Rights Reserved.
//
// This file is part of TeamViewer.
//
// TeamViewer is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
// USA.
//
// If the source code for TeamViewer is not available from the place
// whence you received this file, check http://www.teamviewer.com
// for information on obtaining it.
// VSocket.h
// RFB V3.0
// The VSocket class provides simple socket functionality,
// independent of platform. Hurrah.
class VSocket;
#if (!defined(_ATT_VSOCKET_DEFINED))
#define _ATT_VSOCKET_DEFINED
#include "VTypes.h"
////////////////////////////
// Socket implementation
// Create one or more VSocketSystem objects per application
class VSocketSystem
{
public:
VSocketSystem();
~VSocketSystem();
VBool Initialised() {return m_status;};
private:
VBool m_status;
};
// The main socket class
class VSocket
{
public:
// Constructor/Destructor
VSocket();
virtual ~VSocket();
////////////////////////////
// Socket implementation
// Create
// Create a socket and attach it to this VSocket object
VBool Create();
// Shutdown
// Shutdown the currently attached socket
VBool Shutdown();
// Close
// Close the currently attached socket
VBool Close();
// Bind
// Bind the attached socket to the specified port
// If localOnly is VTrue then the socket is bound only
// to the loopback adapter.
VBool Bind(const VCard port, const VBool localOnly=VFalse);
// Connect
// Make a stream socket connection to the specified port
// on the named machine.
VBool Connect(const VString address, const VCard port);
VBool Connect(SOCKET mysock);
// Listen
// Set the attached socket to listen for connections
VBool Listen();
// Accept
// If the attached socket is set to listen then this
// call blocks waiting for an incoming connection, then
// returns a new socket object for the new connection
VSocket *Accept();
// GetPeerName
// If the socket is connected then this returns the name
// of the machine to which it is connected.
// This string MUST be copied before the next socket call...
VString GetPeerName();
// GetSockName
// If the socket exists then the name of the local machine
// is returned. This string MUST be copied before the next
// socket call!
VString GetSockName();
// Resolve
// Uses the Winsock API to resolve the supplied DNS name to
// an IP address and returns it as an Int32
static VCard32 Resolve(const VString name);
// SetTimeout
// Sets the socket timeout on reads and writes.
VBool SetTimeout(VCard32 msecs);
// I/O routines
#ifdef HTTP_SAMEPORT
// Check to see if the socket becomes readable within <to> msec.
// Added to support HTTP-via-RFB.
VBool ReadSelect(VCard to);
#endif
// Send and Read return the number of bytes sent or recieved.
VInt Send(const char *buff, const VCard bufflen);
VInt SendQueued(const char *buff, const VCard bufflen);
VInt Read(char *buff, const VCard bufflen);
// SendExact and ReadExact attempt to send and recieve exactly
// the specified number of bytes.
VBool SendExact(const char *buff, const VCard bufflen);
VBool SendExact(const char *buff, const VCard bufflen, unsigned char msgType); // sf@2002 - DSMPlugin
VBool SendExactQueue(const char *buff, const VCard bufflen);
VBool ReadExact(char *buff, const VCard bufflen);
void ClearQueue();
// sf@2002 - DSMPlugin
void SetWriteToNetRectBuffer(bool fEnable) {m_fWriteToNetRectBuf = fEnable;};
bool GetWriteToNetRectBuffer(void) {return m_fWriteToNetRectBuf;};
int GetNetRectBufOffset(void) {return m_nNetRectBufOffset;};
void SetNetRectBufOffset(int nValue) {m_nNetRectBufOffset = nValue;};
BYTE* GetNetRectBuf(void) {return m_pNetRectBuf;};
void CheckNetRectBufferSize(int nBufSize);
VBool SendExactHTTP(const char *buff, const VCard bufflen);
VBool ReadExactHTTP(char *buff, const VCard bufflen);
// The internal socket id
int sock;
__int64 BytesRead() { return m_BytesRead; }
__int64 BytesSent() { return m_BytesSent; }
////////////////////////////
// Internal structures
protected:
omni_mutex m_TransMutex;
omni_mutex m_RestMutex;
omni_mutex m_CheckMutex;
omni_mutex m_close_lock;
// All this should be private with accessors -> later
BYTE* m_pNetRectBuf;
bool m_fWriteToNetRectBuf;
int m_nNetRectBufOffset;
int m_nNetRectBufSize;
char queuebuffer[9000];
DWORD queuebuffersize;
__int64 m_BytesRead;
__int64 m_BytesSent;
};
#endif // _ATT_VSOCKET_DEFINED
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