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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 const int timeout = 1000;
00116 bool rtn = false;
00117
00118 send.load((void*)&sendHS, sizeof(sendHS));
00119
00120 if (!this->isConnected())
00121 {
00122 this->setConnected(false);
00123
00124
00125
00126 do
00127 {
00128 ByteArray recv;
00129 recvHS = 0;
00130 if (this->isReadyReceive(timeout))
00131 {
00132 bytesRcvd = this->rawReceiveBytes(this->buffer_, 0);
00133
00134 if (bytesRcvd > 0)
00135 {
00136 LOG_DEBUG("UDP server received %d bytes while waiting for handshake", bytesRcvd);
00137 recv.init(&this->buffer_[0], bytesRcvd);
00138 recv.unload((void*)&recvHS, sizeof(recvHS));
00139 }
00140 }
00141
00142 }
00143 while(recvHS != sendHS);
00144
00145
00146
00147 const int sendLen = send.getBufferSize();
00148 char localBuffer[sendLen];
00149 send.unload(localBuffer, sendLen);
00150
00151
00152 this->rawSendBytes(localBuffer, sendLen);
00153 this->setConnected(true);
00154 rtn = true;
00155
00156 }
00157 else
00158 {
00159 LOG_WARN("Tried to connect when socket already in connected state");
00160 rtn = true;
00161 }
00162
00163 return rtn;
00164 }
00165
00166
00167 }
00168 }
00169