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00032 #ifndef FLATHEADERS
00033 #include "simple_message/socket/udp_server.h"
00034 #include "simple_message/log_wrapper.h"
00035 #else
00036 #include "udp_server.h"
00037 #include "log_wrapper.h"
00038 #endif
00039
00040 using namespace industrial::byte_array;
00041
00042 namespace industrial
00043 {
00044 namespace udp_server
00045 {
00046
00047 UdpServer::UdpServer()
00048 {
00049 this->setConnected(false);
00050 }
00051
00052 UdpServer::~UdpServer()
00053 {
00054 }
00055
00056
00057
00058 bool UdpServer::init(int port_num)
00059 {
00060 int rc = this->SOCKET_FAIL;
00061 bool rtn;
00062 SOCKLEN_T addrSize = 0;
00063
00064
00065
00066
00067
00068
00069 rc = SOCKET(AF_INET, SOCK_DGRAM, 0);
00070 if (this->SOCKET_FAIL != rc)
00071 {
00072 this->setSockHandle(rc);
00073 LOG_DEBUG("Socket created, rc: %d", rc);
00074 LOG_DEBUG("Socket handle: %d", this->getSockHandle());
00075
00076
00077 memset(&this->sockaddr_, 0, sizeof(this->sockaddr_));
00078 this->sockaddr_.sin_family = AF_INET;
00079 this->sockaddr_.sin_addr.s_addr = INADDR_ANY;
00080 this->sockaddr_.sin_port = HTONS(port_num);
00081
00082
00083
00084
00085 addrSize = sizeof(this->sockaddr_);
00086 rc = BIND(this->getSockHandle(), (sockaddr *)&(this->sockaddr_), addrSize);
00087
00088 if (this->SOCKET_FAIL != rc)
00089 {
00090 rtn = true;
00091 LOG_INFO("Server socket successfully initialized");
00092 }
00093 else
00094 {
00095 LOG_ERROR("Failed to bind socket, rc: %d", rc);
00096 CLOSE(this->getSockHandle());
00097 rtn = false;
00098 }
00099 }
00100 else
00101 {
00102 LOG_ERROR("Failed to create socket, rc: %d", rc);
00103 rtn = false;
00104 }
00105 return rtn;
00106 }
00107
00108
00109 bool UdpServer::makeConnect()
00110 {
00111 ByteArray send;
00112 char sendHS = this->CONNECT_HANDSHAKE;
00113 char recvHS = 0;
00114 int bytesRcvd = 0;
00115 bool rtn = false;
00116
00117 send.load((void*)&sendHS, sizeof(sendHS));
00118
00119 if (!this->isConnected())
00120 {
00121 this->setConnected(false);
00122
00123
00124
00125 do
00126 {
00127 ByteArray recv;
00128 recvHS = 0;
00129 bytesRcvd = this->rawReceiveBytes(this->buffer_, 0);
00130
00131 if (bytesRcvd > 0)
00132 {
00133 LOG_DEBUG("UDP server received %d bytes while waiting for handshake", bytesRcvd);
00134 recv.init(&this->buffer_[0], bytesRcvd);
00135 recv.unload((void*)&recvHS, sizeof(recvHS));
00136 }
00137
00138 }
00139 while(recvHS != sendHS);
00140
00141
00142 this->rawSendBytes(send.getRawDataPtr(), send.getBufferSize());
00143 this->setConnected(true);
00144 rtn = true;
00145
00146 }
00147 else
00148 {
00149 LOG_WARN("Tried to connect when socket already in connected state");
00150 rtn = true;
00151 }
00152
00153 return rtn;
00154 }
00155
00156
00157 }
00158 }
00159