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00001 /* 00002 * Software License Agreement (BSD License) 00003 * 00004 * Copyright (c) 2011, Yaskawa America, Inc. 00005 * All rights reserved. 00006 * 00007 * Redistribution and use in source and binary forms, with or without 00008 * modification, are permitted provided that the following conditions are met: 00009 * 00010 * * Redistributions of source code must retain the above copyright 00011 * notice, this list of conditions and the following disclaimer. 00012 * * Redistributions in binary form must reproduce the above copyright 00013 * notice, this list of conditions and the following disclaimer in the 00014 * documentation and/or other materials provided with the distribution. 00015 * * Neither the name of the Yaskawa America, Inc., nor the names 00016 * of its contributors may be used to endorse or promote products derived 00017 * from this software without specific prior written permission. 00018 * 00019 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 00020 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00021 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 00022 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 00023 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 00024 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 00025 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 00026 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 00027 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 00028 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00029 * POSSIBILITY OF SUCH DAMAGE. 00030 */ 00031 00032 #ifdef ROS 00033 #include "simple_message/socket/simple_socket.h" 00034 #include "simple_message/log_wrapper.h" 00035 #endif 00036 00037 #ifdef MOTOPLUS 00038 #include "simple_socket.h" 00039 #include "log_wrapper.h" 00040 #endif 00041 00042 00043 using namespace industrial::byte_array; 00044 using namespace industrial::shared_types; 00045 00046 namespace industrial 00047 { 00048 namespace simple_socket 00049 { 00050 00051 00052 bool SimpleSocket::sendBytes(ByteArray & buffer) 00053 { 00054 int rc = this->SOCKET_FAIL; 00055 bool rtn = false; 00056 00057 if (this->isConnected()) 00058 { 00059 // Nothing restricts the ByteArray from being larger than the what the socket 00060 // can handle. 00061 if (this->MAX_BUFFER_SIZE > (int)buffer.getBufferSize()) 00062 { 00063 00064 rc = rawSendBytes(buffer.getRawDataPtr(), buffer.getBufferSize()); 00065 if (this->SOCKET_FAIL != rc) 00066 { 00067 rtn = true; 00068 } 00069 else 00070 { 00071 rtn = false; 00072 logSocketError("Socket sendBytes failed", rc); 00073 } 00074 00075 } 00076 else 00077 { 00078 LOG_ERROR("Buffer size: %u, is greater than max socket size: %u", buffer.getBufferSize(), this->MAX_BUFFER_SIZE); 00079 rtn = false; 00080 } 00081 00082 } 00083 else 00084 { 00085 rtn = false; 00086 LOG_WARN("Not connected, bytes not sent"); 00087 } 00088 00089 if (!rtn) 00090 { 00091 this->setConnected(false); 00092 } 00093 00094 return rtn; 00095 00096 } 00097 00098 bool SimpleSocket::receiveBytes(ByteArray & buffer, shared_int num_bytes) 00099 { 00100 int rc = this->SOCKET_FAIL; 00101 bool rtn = false; 00102 00103 // Reset the buffer (this is not required since the buffer length should 00104 // ensure that we don't read any of the garbage that may be left over from 00105 // a previous read), but it is good practice. 00106 00107 memset(&this->buffer_, 0, sizeof(this->buffer_)); 00108 00109 // Doing a sanity check to determine if the byte array buffer is larger than 00110 // what can be sent in the socket. This should not happen and might be indicative 00111 // of some code synchronization issues between the client and server base. 00112 if (this->MAX_BUFFER_SIZE < (int)buffer.getMaxBufferSize()) 00113 { 00114 LOG_WARN("Socket buffer max size: %u, is larger than byte array buffer: %u", 00115 this->MAX_BUFFER_SIZE, buffer.getMaxBufferSize()); 00116 } 00117 if (this->isConnected()) 00118 { 00119 rc = rawReceiveBytes(this->buffer_, num_bytes); 00120 00121 if (this->SOCKET_FAIL != rc) 00122 { 00123 if (rc > 0) 00124 { 00125 LOG_DEBUG("Byte array receive, bytes read: %u", rc); 00126 buffer.init(&this->buffer_[0], rc); 00127 rtn = true; 00128 } 00129 else 00130 { 00131 LOG_WARN("Recieved zero bytes: %u", rc); 00132 rtn = false; 00133 } 00134 } 00135 else 00136 { 00137 this->logSocketError("Socket received failed", rc); 00138 rtn = false; 00139 } 00140 } 00141 else 00142 { 00143 rtn = false; 00144 LOG_WARN("Not connected, bytes not sent"); 00145 } 00146 00147 if (!rtn) 00148 { 00149 this->setConnected(false); 00150 } 00151 return rtn; 00152 } 00153 00154 bool SimpleSocket::isReadyReceive(int timeout) 00155 { 00156 timeval time; 00157 fd_set read, write, except; 00158 int rc = this->SOCKET_FAIL; 00159 bool rtn = false; 00160 00161 // The select function uses the timeval data structure 00162 time.tv_sec = timeout/1000; 00163 time.tv_usec = (timeout%1000)*1000; 00164 00165 FD_ZERO(&read); 00166 FD_ZERO(&write); 00167 FD_ZERO(&except); 00168 00169 FD_SET(this->getSockHandle(), &read); 00170 00171 rc = SELECT(this->getSockHandle() + 1, &read, &write, &except, &time); 00172 00173 if (this->SOCKET_FAIL != rc) 00174 { 00175 if (0==rc) 00176 { 00177 LOG_DEBUG("Socket select timed out"); 00178 rtn = false; 00179 } 00180 else 00181 { 00182 LOG_DEBUG("Data is ready for reading"); 00183 rtn = true; 00184 } 00185 } 00186 else 00187 { 00188 this->logSocketError("Socket select function failed", rc); 00189 rtn = false; 00190 } 00191 00192 return rtn; 00193 } 00194 00195 00196 00197 } //simple_socket 00198 } //industrial 00199