kicad/common/eda_dde.cpp

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/**
* @file eda_dde.cpp
*/
#include <fctsys.h>
#include <eda_dde.h>
* KIWAY Milestone A): Make major modules into DLL/DSOs. ! The initial testing of this commit should be done using a Debug build so that all the wxASSERT()s are enabled. Also, be sure and keep enabled the USE_KIWAY_DLLs option. The tree won't likely build without it. Turning it off is senseless anyways. If you want stable code, go back to a prior version, the one tagged with "stable". * Relocate all functionality out of the wxApp derivative into more finely targeted purposes: a) DLL/DSO specific b) PROJECT specific c) EXE or process specific d) configuration file specific data e) configuration file manipulations functions. All of this functionality was blended into an extremely large wxApp derivative and that was incompatible with the desire to support multiple concurrently loaded DLL/DSO's ("KIFACE")s and multiple concurrently open projects. An amazing amount of organization come from simply sorting each bit of functionality into the proper box. * Switch to wxConfigBase from wxConfig everywhere except instantiation. * Add classes KIWAY, KIFACE, KIFACE_I, SEARCH_STACK, PGM_BASE, PGM_KICAD, PGM_SINGLE_TOP, * Remove "Return" prefix on many function names. * Remove obvious comments from CMakeLists.txt files, and from else() and endif()s. * Fix building boost for use in a DSO on linux. * Remove some of the assumptions in the CMakeLists.txt files that windows had to be the host platform when building windows binaries. * Reduce the number of wxStrings being constructed at program load time via static construction. * Pass wxConfigBase* to all SaveSettings() and LoadSettings() functions so that these functions are useful even when the wxConfigBase comes from another source, as is the case in the KICAD_MANAGER_FRAME. * Move the setting of the KIPRJMOD environment variable into class PROJECT, so that it can be moved into a project variable soon, and out of FP_LIB_TABLE. * Add the KIWAY_PLAYER which is associated with a particular PROJECT, and all its child wxFrames and wxDialogs now have a Kiway() member function which returns a KIWAY& that that window tree branch is in support of. This is like wxWindows DNA in that child windows get this member with proper value at time of construction. * Anticipate some of the needs for milestones B) and C) and make code adjustments now in an effort to reduce work in those milestones. * No testing has been done for python scripting, since milestone C) has that being largely reworked and re-thought-out.
2014-03-20 00:42:08 +00:00
#include <draw_frame.h>
#include <id.h>
#include <common.h>
#include <macros.h>
static const wxString HOSTNAME( wxT( "localhost" ) );
// buffer for read and write data in socket connections
#define IPC_BUF_SIZE 4096
static char client_ipc_buffer[IPC_BUF_SIZE];
static wxSocketServer* server;
/**********************************/
/* Routines related to the server */
/**********************************/
/* Function to initialize a server socket
*/
wxSocketServer* CreateServer( wxWindow* window, int service, bool local )
{
wxIPV4address addr;
// Set the port number
addr.Service( service );
// Listen on localhost only if requested
if( local )
addr.Hostname( HOSTNAME );
server = new wxSocketServer( addr );
if( server )
{
server->SetNotify( wxSOCKET_CONNECTION_FLAG );
server->SetEventHandler( *window, ID_EDA_SOCKET_EVENT_SERV );
server->Notify( true );
}
return server;
}
/* Function called on every client request.
*/
void EDA_DRAW_FRAME::OnSockRequest( wxSocketEvent& evt )
{
size_t len;
wxSocketBase* sock = evt.GetSocket();
switch( evt.GetSocketEvent() )
{
case wxSOCKET_INPUT:
sock->Read( client_ipc_buffer, 1 );
if( sock->LastCount() == 0 )
break; // No data, occurs on opening connection
sock->Read( client_ipc_buffer + 1, IPC_BUF_SIZE - 2 );
len = 1 + sock->LastCount();
client_ipc_buffer[len] = 0;
ExecuteRemoteCommand( client_ipc_buffer );
break;
case wxSOCKET_LOST:
return;
break;
default:
wxPrintf( wxT( "EDA_DRAW_FRAME::OnSockRequest() error: Invalid event !" ) );
break;
}
}
/* Function called when a connection is requested by a client.
*/
void EDA_DRAW_FRAME::OnSockRequestServer( wxSocketEvent& evt )
{
wxSocketBase* sock2;
wxSocketServer* server = (wxSocketServer*) evt.GetSocket();
sock2 = server->Accept();
if( sock2 == NULL )
return;
sock2->Notify( true );
sock2->SetEventHandler( *this, ID_EDA_SOCKET_EVENT );
sock2->SetNotify( wxSOCKET_INPUT_FLAG | wxSOCKET_LOST_FLAG );
}
/**********************************/
/* Routines related to the CLIENT */
/**********************************/
/* Used by a client to sent (by a socket connection) a data to a server.
* - Open a Socket Client connection
* - Send the buffer cmdline
* - Close the socket connection
*
* service is the service number for the TC/IP connection
*/
bool SendCommand( int service, const char* cmdline )
{
wxSocketClient* sock_client;
bool success = false;
wxIPV4address addr;
// Create a connexion
addr.Hostname( HOSTNAME );
addr.Service( service );
// Mini-tutorial for Connect() :-)
// (JP CHARRAS Note: see wxWidgets: sockets/client.cpp sample)
// ---------------------------
//
// There are two ways to use Connect(): blocking and non-blocking,
// depending on the value passed as the 'wait' (2nd) parameter.
//
// Connect(addr, true) will wait until the connection completes,
// returning true on success and false on failure. This call blocks
// the GUI (this might be changed in future releases to honor the
// wxSOCKET_BLOCK flag).
//
// Connect(addr, false) will issue a nonblocking connection request
// and return immediately. If the return value is true, then the
// connection has been already successfully established. If it is
// false, you must wait for the request to complete, either with
// WaitOnConnect() or by watching wxSOCKET_CONNECTION / LOST
// events (please read the documentation).
//
// WaitOnConnect() itself never blocks the GUI (this might change
// in the future to honor the wxSOCKET_BLOCK flag). This call will
// return false on timeout, or true if the connection request
// completes, which in turn might mean:
//
// a) That the connection was successfully established
// b) That the connection request failed (for example, because
// it was refused by the peer.
//
// Use IsConnected() to distinguish between these two.
//
// So, in a brief, you should do one of the following things:
//
// For blocking Connect:
//
// bool success = client->Connect(addr, true);
//
// For nonblocking Connect:
//
// client->Connect(addr, false);
//
// bool waitmore = true;
// while (! client->WaitOnConnect(seconds, millis) && waitmore )
// {
// // possibly give some feedback to the user,
// // update waitmore if needed.
// }
// bool success = client->IsConnected();
//
// And that's all :-)
sock_client = new wxSocketClient();
sock_client->SetTimeout( 2 ); // Time out in Seconds
sock_client->Connect( addr, false );
sock_client->WaitOnConnect( 0, 100 );
if( sock_client->Ok() && sock_client->IsConnected() )
{
success = true;
sock_client->SetFlags( wxSOCKET_NOWAIT /*wxSOCKET_WAITALL*/ );
sock_client->Write( cmdline, strlen( cmdline ) );
}
sock_client->Close();
sock_client->Destroy();
return success;
}