/////////////////////// // Name: eda_dde.cpp // /////////////////////// #include "fctsys.h" #include "eda_dde.h" #include "wxstruct.h" #include "id.h" #include "common.h" #include "macros.h" 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 wxServer* server; void (*RemoteFct)(const char* cmd); void SetupServerFunction( void (*remotefct)(const char* remotecmd) ) { RemoteFct = remotefct; } /**********************************/ /* Routines related to the server */ /**********************************/ /* Function to initialize a server socket */ WinEDA_Server* CreateServer( wxWindow* window, int service ) { wxIPV4address addr; // Create a new server addr.Service( service ); server = new wxServer( 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; if( RemoteFct ) RemoteFct( 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; }