Base class for IP Based Networking Libraries

Dependencies:   DnsQuery

Dependents:   TempTower BSDInterfaceTests HelloBSDInterface ESP8266InterfaceTests ... more

For a complete getting started guide see the wiki...

Network Socket API

The Network Socket API provides a common interface for using sockets on network devices. The API provides a simple class-based interface that should be familiar to users experienced with other socket APIs. Additionally, the API provides a simple interface for implementing network devices, making it easy to connect hardware agnostic programs to new devices.

Network Interfaces

The NetworkInterface provides an abstract class for network devices that support sockets. Devices should provide a DeviceInterface class that inherits this interface and adds implementation specific methods for using the device. A NetworkInterface must be provided to a Socket constructor to open a socket on the interface. Currently two subclasses are defined for common devices, EthernetInterface and WiFiInterface.

Sockets

The Socket class is used for managing network sockets. Once opened, the socket provides a pipe through which data can sent and recieved to a specific endpoint. The socket class can be instantiated as either a TCPSocket or a UDPSocket which defines the protocol used for the connection.

Socket.cpp

Committer:
Christopher Haster
Date:
2016-02-22
Branch:
api-changes
Revision:
39:47138420ea42
Parent:
38:157fb2ab965f
Child:
41:3ec1c97e9bbf

File content as of revision 39:47138420ea42:

/* Socket
 * Copyright (c) 2015 ARM Limited
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "Socket.h"
#include <string.h>

Socket::Socket(NetworkInterface *iface, socket_protocol_t proto)
    : _iface(iface)
    , _proto(proto)
    , _socket(0)
{
    memset(_ip_address, 0, SOCK_IP_SIZE);
    _port = 0;
}

Socket::~Socket()
{
    if (_socket) close();
}

int32_t Socket::setURL(const char *url)
{
    int32_t err = _iface->getHostByName(url, _ip_address);
    if (err) return err;

    if (_socket) {
        _socket->setIPAddress(_ip_address);
    }

    return 0;
}

void Socket::setIPAddress(const char *ip)
{
    strcpy(_ip_address, ip);

    if (_socket) {
        _socket->setIPAddress(_ip_address);
    }
}

void Socket::setPort(uint16_t port)
{
    _port = port;

    if (_socket) {
        _socket->setPort(_port);
    }
}

const char *Socket::getIPAddress() const
{
    if (_ip_address[0]) {
        return _ip_address;
    } else {
        return 0;
    }
}

uint16_t Socket::getPort() const
{
    return _port;
}

bool Socket::isConnected()
{
    if (!_socket) {
        return false;
    }

    return _socket->isConnected();
}

int32_t Socket::open(const char *url, uint16_t port)
{
    if (_socket) {
        int32_t err = close();
        if (err) return err;
    }

    if (url) {
        int32_t err = setURL(url);
        if (err) return err;
    }

    if (port) {
        setPort(port);
    }

    if (!getIPAddress() || !getPort()) {
        return -3;
    }

    _socket = _iface->createSocket(_proto);
    if (!_socket) return -2;

    int32_t err = _socket->open(_ip_address, _port);

    if (err) {
        _iface->destroySocket(_socket);
    }

    return err;
}

int32_t Socket::close()
{
    if (!_socket) return 0;

    int32_t err = _socket->close();

    if (!err) {
        _iface->destroySocket(_socket);
    }

    return err;
}

int32_t Socket::send(const void *data, uint32_t len, uint32_t timeout_ms)
{
    if (!_socket) return -2;
    return _socket->send(data, len, timeout_ms);
}

int32_t Socket::recv(void *data, uint32_t len, uint32_t timeout_ms)
{
    if (!_socket) return -2;
    return _socket->recv(data, len, timeout_ms);
}