// // AsyncSocket.h // // This class is in the public domain. // Originally created by Dustin Voss on Wed Jan 29 2003. // Updated and maintained by Deusty Designs and the Mac development community. // // http://code.google.com/p/cocoaasyncsocket/ // #import @class AsyncSocket; @class AsyncReadPacket; @class AsyncWritePacket; extern NSString *const AsyncSocketException; extern NSString *const AsyncSocketErrorDomain; enum AsyncSocketError { AsyncSocketCFSocketError = kCFSocketError, // From CFSocketError enum. AsyncSocketNoError = 0, // Never used. AsyncSocketCanceledError, // onSocketWillConnect: returned NO. AsyncSocketConnectTimeoutError, AsyncSocketReadMaxedOutError, // Reached set maxLength without completing AsyncSocketReadTimeoutError, AsyncSocketWriteTimeoutError }; typedef enum AsyncSocketError AsyncSocketError; @protocol AsyncSocketDelegate @optional /** * In the event of an error, the socket is closed. * You may call "unreadData" during this call-back to get the last bit of data off the socket. * When connecting, this delegate method may be called * before"onSocket:didAcceptNewSocket:" or "onSocket:didConnectToHost:". **/ - (BOOL)onSocket:(AsyncSocket *)sock shouldDisconnectWithError:(NSError *)err; /** * Called when a socket disconnects with or without error. If you want to release a socket after it disconnects, * do so here. It is not safe to do that during "onSocket:willDisconnectWithError:". * * If you call the disconnect method, and the socket wasn't already disconnected, * this delegate method will be called before the disconnect method returns. **/ - (void)onSocketDidDisconnect:(AsyncSocket *)sock; /** * Called when a socket accepts a connection (listening w/autoaccept 'YES'). Another socket is spawned to handle it. The new socket will have * the same delegate and will call "onSocket:didConnectToHost:port:". **/ - (void)onSocket:(AsyncSocket *)sock didAcceptNewSocket:(AsyncSocket *)newSocket; /** * Called when there is a connection to accept (listening w/autoaccept 'NO'). Can retrieve the BSD socket * handle from the passed socket and call accept() on it, guaranteed to nonblock **/ - (void)onSocketHasConnectionToAccept:(AsyncSocket *)sock; /** * Called when a new socket is spawned to handle a connection. This method should return the run-loop of the * thread on which the new socket and its delegate should operate. If omitted, [NSRunLoop currentRunLoop] is used. **/ - (NSRunLoop *)onSocket:(AsyncSocket *)sock wantsRunLoopForNewSocket:(AsyncSocket *)newSocket; /** * Called when the socket has been attached to run loop, etc. and is ready to hit the big time. */ -(void)onSocketReadyInRunLoop:(AsyncSocket *)sock; /** * Called when a socket is about to connect. This method should return YES to continue, or NO to abort. * If aborted, will result in AsyncSocketCanceledError. * * If the connectToHost:onPort:error: method was called, the delegate will be able to access and configure the * CFReadStream and CFWriteStream as desired prior to connection. * * If the connectToAddress:error: method was called, the delegate will be able to access and configure the * CFSocket and CFSocketNativeHandle (BSD socket) as desired prior to connection. You will be able to access and * configure the CFReadStream and CFWriteStream in the onSocket:didConnectToHost:port: method. **/ - (BOOL)onSocketWillConnect:(AsyncSocket *)sock; /** * Called when a socket connects and is ready for reading and writing. * The host parameter will be an IP address, not a DNS name. **/ - (void)onSocket:(AsyncSocket *)sock didConnectToHost:(NSString *)host port:(UInt16)port; /** * Called when a socket has completed reading the requested data into memory. * Not called if there is an error. **/ - (void)onSocket:(AsyncSocket *)sock didReadData:(NSData *)data withTag:(long)tag; /** * Called when a socket has read in data, but has not yet completed the read. * This would occur if using readToData: or readToLength: methods. * It may be used to for things such as updating progress bars. **/ - (void)onSocket:(AsyncSocket *)sock didReadPartialDataOfLength:(NSUInteger)partialLength tag:(long)tag; /** * Called when a socket has completed writing the requested data. Not called if there is an error. **/ - (void)onSocket:(AsyncSocket *)sock didWriteDataWithTag:(long)tag; /** * Called when a socket has written some data, but has not yet completed the entire write. * It may be used to for things such as updating progress bars. **/ - (void)onSocket:(AsyncSocket *)sock didWritePartialDataOfLength:(NSUInteger)partialLength tag:(long)tag; /** * Called if a read operation has reached its timeout without completing. * This method allows you to optionally extend the timeout. * If you return a positive time interval (> 0) the read's timeout will be extended by the given amount. * If you don't implement this method, or return a non-positive time interval (<= 0) the read will timeout as usual. * * The elapsed parameter is the sum of the original timeout, plus any additions previously added via this method. * The length parameter is the number of bytes that have been read so far for the read operation. * * Note that this method may be called multiple times for a single read if you return positive numbers. **/ - (NSTimeInterval)onSocket:(AsyncSocket *)sock shouldTimeoutReadWithTag:(long)tag elapsed:(NSTimeInterval)elapsed bytesDone:(NSUInteger)length; /** * Called if a write operation has reached its timeout without completing. * This method allows you to optionally extend the timeout. * If you return a positive time interval (> 0) the write's timeout will be extended by the given amount. * If you don't implement this method, or return a non-positive time interval (<= 0) the write will timeout as usual. * * The elapsed parameter is the sum of the original timeout, plus any additions previously added via this method. * The length parameter is the number of bytes that have been written so far for the write operation. * * Note that this method may be called multiple times for a single write if you return positive numbers. **/ - (NSTimeInterval)onSocket:(AsyncSocket *)sock shouldTimeoutWriteWithTag:(long)tag elapsed:(NSTimeInterval)elapsed bytesDone:(NSUInteger)length; /** * Called after the socket has successfully completed SSL/TLS negotiation. * This method is not called unless you use the provided startTLS method. * * If a SSL/TLS negotiation fails (invalid certificate, etc) then the socket will immediately close, * and the onSocket:willDisconnectWithError: delegate method will be called with the specific SSL error code. **/ - (void)onSocketDidSecure:(AsyncSocket *)sock; @end //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma mark - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @interface AsyncSocket : NSObject { CFSocketNativeHandle theNativeSocket4; CFSocketNativeHandle theNativeSocket6; CFSocketRef theSocket4; // IPv4 accept or connect socket CFSocketRef theSocket6; // IPv6 accept or connect socket CFReadStreamRef theReadStream; CFWriteStreamRef theWriteStream; CFRunLoopSourceRef theSource4; // For theSocket4 CFRunLoopSourceRef theSource6; // For theSocket6 CFRunLoopRef theRunLoop; CFSocketContext theContext; NSArray *theRunLoopModes; NSTimer *theConnectTimer; NSMutableArray *theReadQueue; AsyncReadPacket *theCurrentRead; NSTimer *theReadTimer; NSMutableData *partialReadBuffer; NSMutableArray *theWriteQueue; AsyncWritePacket *theCurrentWrite; NSTimer *theWriteTimer; id theDelegate; UInt16 theFlags; long theUserData; } - (id)init; - (id)initWithDelegate:(id)delegate; - (id)initWithDelegate:(id)delegate userData:(long)userData; /* String representation is long but has no "\n". */ - (NSString *)description; /** * Use "canSafelySetDelegate" to see if there is any pending business (reads and writes) with the current delegate * before changing it. It is, of course, safe to change the delegate before connecting or accepting connections. **/ - (id)delegate; - (BOOL)canSafelySetDelegate; - (void)setDelegate:(id)delegate; /* User data can be a long, or an id or void * cast to a long. */ - (long)userData; - (void)setUserData:(long)userData; /* Don't use these to read or write. And don't close them either! */ - (CFSocketRef)getCFSocket; - (CFReadStreamRef)getCFReadStream; - (CFWriteStreamRef)getCFWriteStream; // Once one of the accept or connect methods are called, the AsyncSocket instance is locked in // and the other accept/connect methods can't be called without disconnecting the socket first. // If the attempt fails or times out, these methods either return NO or // call "onSocket:willDisconnectWithError:" and "onSockedDidDisconnect:". // When an incoming connection is accepted, AsyncSocket invokes several delegate methods. // These methods are (in chronological order): // 1. onSocket:didAcceptNewSocket: // 2. onSocket:wantsRunLoopForNewSocket: // 3. onSocketWillConnect: // // Your server code will need to retain the accepted socket (if you want to accept it). // The best place to do this is probably in the onSocket:didAcceptNewSocket: method. // // After the read and write streams have been setup for the newly accepted socket, // the onSocket:didConnectToHost:port: method will be called on the proper run loop. // // Multithreading Note: If you're going to be moving the newly accepted socket to another run // loop by implementing onSocket:wantsRunLoopForNewSocket:, then you should wait until the // onSocket:didConnectToHost:port: method before calling read, write, or startTLS methods. // Otherwise read/write events are scheduled on the incorrect runloop, and chaos may ensue. /** * Tells the socket to begin listening and accepting connections on the given port. * When a connection comes in, the AsyncSocket instance will call the various delegate methods (see above). * The socket will listen on all available interfaces (e.g. wifi, ethernet, etc) **/ - (BOOL)acceptOnPort:(UInt16)port error:(NSError **)errPtr; /** * This method is the same as acceptOnPort:error: with the additional option * of specifying which interface to listen on. So, for example, if you were writing code for a server that * has multiple IP addresses, you could specify which address you wanted to listen on. Or you could use it * to specify that the socket should only accept connections over ethernet, and not other interfaces such as wifi. * You may also use the special strings "localhost" or "loopback" to specify that * the socket only accept connections from the local machine. * * To accept connections on any interface pass nil, or simply use the acceptOnPort:error: method. **/ - (BOOL)acceptOnInterface:(NSString *)interface port:(UInt16)port error:(NSError **)errPtr; /** * This method is the same as acceptOnInterface:port:error: with the additional option * of specifying whether or not the listening socket will autoaccept incoming connections. If 'YES', * then the onSocket:didAcceptNewSocket: callback is called; otherwise, onSocketHasConnectionToAccept: * is called. **/ - (BOOL)acceptOnInterface:(NSString *)interface port:(UInt16)port autoaccept:(BOOL)autoaccept error:(NSError **)errPtr; /** * This method is used to create a new async socket from an accepted socket, and fires the onSocket:didAcceptNewSocket: delegate callback. * Returns the new async socket, or nil if the accept failed. **/ - (AsyncSocket*)doAcceptFromSocket:(CFSocketRef)parentSocket withNewNativeSocket:(CFSocketNativeHandle)newNativeSocket; /** * Connects to the given host and port. * The host may be a domain name (e.g. "deusty.com") or an IP address string (e.g. "192.168.0.2") **/ - (BOOL)connectToHost:(NSString *)hostname onPort:(UInt16)port error:(NSError **)errPtr; /** * This method is the same as connectToHost:onPort:error: with an additional timeout option. * To not time out use a negative time interval, or simply use the connectToHost:onPort:error: method. **/ - (BOOL)connectToHost:(NSString *)hostname onPort:(UInt16)port withTimeout:(NSTimeInterval)timeout error:(NSError **)errPtr; /** * Connects to the given address, specified as a sockaddr structure wrapped in a NSData object. * For example, a NSData object returned from NSNetservice's addresses method. * * If you have an existing struct sockaddr you can convert it to a NSData object like so: * struct sockaddr sa -> NSData *dsa = [NSData dataWithBytes:&remoteAddr length:remoteAddr.sa_len]; * struct sockaddr *sa -> NSData *dsa = [NSData dataWithBytes:remoteAddr length:remoteAddr->sa_len]; **/ - (BOOL)connectToAddress:(NSData *)remoteAddr error:(NSError **)errPtr; /** * This method is the same as connectToAddress:error: with an additional timeout option. * To not time out use a negative time interval, or simply use the connectToAddress:error: method. **/ - (BOOL)connectToAddress:(NSData *)remoteAddr withTimeout:(NSTimeInterval)timeout error:(NSError **)errPtr; - (BOOL)connectToAddress:(NSData *)remoteAddr viaInterfaceAddress:(NSData *)interfaceAddr withTimeout:(NSTimeInterval)timeout error:(NSError **)errPtr; /** * Disconnects immediately. Any pending reads or writes are dropped. * If the socket is not already disconnected, the onSocketDidDisconnect delegate method * will be called immediately, before this method returns. * * Please note the recommended way of releasing an AsyncSocket instance (e.g. in a dealloc method) * [asyncSocket setDelegate:nil]; * [asyncSocket disconnect]; * [asyncSocket release]; **/ - (void)disconnect; /** * Disconnects after all pending reads have completed. * After calling this, the read and write methods will do nothing. * The socket will disconnect even if there are still pending writes. **/ - (void)disconnectAfterReading; /** * Disconnects after all pending writes have completed. * After calling this, the read and write methods will do nothing. * The socket will disconnect even if there are still pending reads. **/ - (void)disconnectAfterWriting; /** * Disconnects after all pending reads and writes have completed. * After calling this, the read and write methods will do nothing. **/ - (void)disconnectAfterReadingAndWriting; /* Returns YES if the socket and streams are open, connected, and ready for reading and writing. */ - (BOOL)isConnected; /** * Returns the local or remote host and port to which this socket is connected, or nil and 0 if not connected. * The host will be an IP address. **/ - (NSString *)connectedHost; - (UInt16)connectedPort; - (NSString *)localHost; - (UInt16)localPort; /** * Returns the local or remote address to which this socket is connected, * specified as a sockaddr structure wrapped in a NSData object. * * See also the connectedHost, connectedPort, localHost and localPort methods. **/ - (NSData *)connectedAddress; - (NSData *)localAddress; /** * Returns whether the socket is IPv4 or IPv6. * An accepting socket may be both. **/ - (BOOL)isIPv4; - (BOOL)isIPv6; // The readData and writeData methods won't block (they are asynchronous). // // When a read is complete the onSocket:didReadData:withTag: delegate method is called. // When a write is complete the onSocket:didWriteDataWithTag: delegate method is called. // // You may optionally set a timeout for any read/write operation. (To not timeout, use a negative time interval.) // If a read/write opertion times out, the corresponding "onSocket:shouldTimeout..." delegate method // is called to optionally allow you to extend the timeout. // Upon a timeout, the "onSocket:willDisconnectWithError:" method is called, followed by "onSocketDidDisconnect". // // The tag is for your convenience. // You can use it as an array index, step number, state id, pointer, etc. /** * Reads the first available bytes that become available on the socket. * * If the timeout value is negative, the read operation will not use a timeout. **/ - (void)readDataWithTimeout:(NSTimeInterval)timeout tag:(long)tag; /** * Reads the first available bytes that become available on the socket. * The bytes will be appended to the given byte buffer starting at the given offset. * The given buffer will automatically be increased in size if needed. * * If the timeout value is negative, the read operation will not use a timeout. * If the buffer if nil, the socket will create a buffer for you. * * If the bufferOffset is greater than the length of the given buffer, * the method will do nothing, and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while AsyncSocket is using it. * After completion, the data returned in onSocket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer. **/ - (void)readDataWithTimeout:(NSTimeInterval)timeout buffer:(NSMutableData *)buffer bufferOffset:(NSUInteger)offset tag:(long)tag; /** * Reads the first available bytes that become available on the socket. * The bytes will be appended to the given byte buffer starting at the given offset. * The given buffer will automatically be increased in size if needed. * A maximum of length bytes will be read. * * If the timeout value is negative, the read operation will not use a timeout. * If the buffer if nil, a buffer will automatically be created for you. * If maxLength is zero, no length restriction is enforced. * * If the bufferOffset is greater than the length of the given buffer, * the method will do nothing, and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while AsyncSocket is using it. * After completion, the data returned in onSocket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer. **/ - (void)readDataWithTimeout:(NSTimeInterval)timeout buffer:(NSMutableData *)buffer bufferOffset:(NSUInteger)offset maxLength:(NSUInteger)length tag:(long)tag; /** * Reads the given number of bytes. * * If the timeout value is negative, the read operation will not use a timeout. * * If the length is 0, this method does nothing and the delegate is not called. **/ - (void)readDataToLength:(NSUInteger)length withTimeout:(NSTimeInterval)timeout tag:(long)tag; /** * Reads the given number of bytes. * The bytes will be appended to the given byte buffer starting at the given offset. * The given buffer will automatically be increased in size if needed. * * If the timeout value is negative, the read operation will not use a timeout. * If the buffer if nil, a buffer will automatically be created for you. * * If the length is 0, this method does nothing and the delegate is not called. * If the bufferOffset is greater than the length of the given buffer, * the method will do nothing, and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while AsyncSocket is using it. * After completion, the data returned in onSocket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer. **/ - (void)readDataToLength:(NSUInteger)length withTimeout:(NSTimeInterval)timeout buffer:(NSMutableData *)buffer bufferOffset:(NSUInteger)offset tag:(long)tag; /** * Reads bytes until (and including) the passed "data" parameter, which acts as a separator. * * If the timeout value is negative, the read operation will not use a timeout. * * If you pass nil or zero-length data as the "data" parameter, * the method will do nothing, and the delegate will not be called. * * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter. * Note that this method is not character-set aware, so if a separator can occur naturally as part of the encoding for * a character, the read will prematurely end. **/ - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag; /** * Reads bytes until (and including) the passed "data" parameter, which acts as a separator. * The bytes will be appended to the given byte buffer starting at the given offset. * The given buffer will automatically be increased in size if needed. * * If the timeout value is negative, the read operation will not use a timeout. * If the buffer if nil, a buffer will automatically be created for you. * * If the bufferOffset is greater than the length of the given buffer, * the method will do nothing, and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while AsyncSocket is using it. * After completion, the data returned in onSocket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer. * * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter. * Note that this method is not character-set aware, so if a separator can occur naturally as part of the encoding for * a character, the read will prematurely end. **/ - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout buffer:(NSMutableData *)buffer bufferOffset:(NSUInteger)offset tag:(long)tag; /** * Reads bytes until (and including) the passed "data" parameter, which acts as a separator. * * If the timeout value is negative, the read operation will not use a timeout. * * If maxLength is zero, no length restriction is enforced. * Otherwise if maxLength bytes are read without completing the read, * it is treated similarly to a timeout - the socket is closed with a AsyncSocketReadMaxedOutError. * The read will complete successfully if exactly maxLength bytes are read and the given data is found at the end. * * If you pass nil or zero-length data as the "data" parameter, * the method will do nothing, and the delegate will not be called. * If you pass a maxLength parameter that is less than the length of the data parameter, * the method will do nothing, and the delegate will not be called. * * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter. * Note that this method is not character-set aware, so if a separator can occur naturally as part of the encoding for * a character, the read will prematurely end. **/ - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout maxLength:(NSUInteger)length tag:(long)tag; /** * Reads bytes until (and including) the passed "data" parameter, which acts as a separator. * The bytes will be appended to the given byte buffer starting at the given offset. * The given buffer will automatically be increased in size if needed. * A maximum of length bytes will be read. * * If the timeout value is negative, the read operation will not use a timeout. * If the buffer if nil, a buffer will automatically be created for you. * * If maxLength is zero, no length restriction is enforced. * Otherwise if maxLength bytes are read without completing the read, * it is treated similarly to a timeout - the socket is closed with a AsyncSocketReadMaxedOutError. * The read will complete successfully if exactly maxLength bytes are read and the given data is found at the end. * * If you pass a maxLength parameter that is less than the length of the data parameter, * the method will do nothing, and the delegate will not be called. * If the bufferOffset is greater than the length of the given buffer, * the method will do nothing, and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while AsyncSocket is using it. * After completion, the data returned in onSocket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer. * * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter. * Note that this method is not character-set aware, so if a separator can occur naturally as part of the encoding for * a character, the read will prematurely end. **/ - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout buffer:(NSMutableData *)buffer bufferOffset:(NSUInteger)offset maxLength:(NSUInteger)length tag:(long)tag; /** * Writes data to the socket, and calls the delegate when finished. * * If you pass in nil or zero-length data, this method does nothing and the delegate will not be called. * If the timeout value is negative, the write operation will not use a timeout. **/ - (void)writeData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag; /** * Returns progress of current read or write, from 0.0 to 1.0, or NaN if no read/write (use isnan() to check). * "tag", "done" and "total" will be filled in if they aren't NULL. **/ - (float)progressOfReadReturningTag:(long *)tag bytesDone:(NSUInteger *)done total:(NSUInteger *)total; - (float)progressOfWriteReturningTag:(long *)tag bytesDone:(NSUInteger *)done total:(NSUInteger *)total; /** * Secures the connection using SSL/TLS. * * This method may be called at any time, and the TLS handshake will occur after all pending reads and writes * are finished. This allows one the option of sending a protocol dependent StartTLS message, and queuing * the upgrade to TLS at the same time, without having to wait for the write to finish. * Any reads or writes scheduled after this method is called will occur over the secured connection. * * The possible keys and values for the TLS settings are well documented. * Some possible keys are: * - kCFStreamSSLLevel * - kCFStreamSSLAllowsExpiredCertificates * - kCFStreamSSLAllowsExpiredRoots * - kCFStreamSSLAllowsAnyRoot * - kCFStreamSSLValidatesCertificateChain * - kCFStreamSSLPeerName * - kCFStreamSSLCertificates * - kCFStreamSSLIsServer * * Please refer to Apple's documentation for associated values, as well as other possible keys. * * If you pass in nil or an empty dictionary, the default settings will be used. * * The default settings will check to make sure the remote party's certificate is signed by a * trusted 3rd party certificate agency (e.g. verisign) and that the certificate is not expired. * However it will not verify the name on the certificate unless you * give it a name to verify against via the kCFStreamSSLPeerName key. * The security implications of this are important to understand. * Imagine you are attempting to create a secure connection to MySecureServer.com, * but your socket gets directed to MaliciousServer.com because of a hacked DNS server. * If you simply use the default settings, and MaliciousServer.com has a valid certificate, * the default settings will not detect any problems since the certificate is valid. * To properly secure your connection in this particular scenario you * should set the kCFStreamSSLPeerName property to "MySecureServer.com". * If you do not know the peer name of the remote host in advance (for example, you're not sure * if it will be "domain.com" or "www.domain.com"), then you can use the default settings to validate the * certificate, and then use the X509Certificate class to verify the issuer after the socket has been secured. * The X509Certificate class is part of the CocoaAsyncSocket open source project. **/ - (void)startTLS:(NSDictionary *)tlsSettings; /** * For handling readDataToData requests, data is necessarily read from the socket in small increments. * The performance can be much improved by allowing AsyncSocket to read larger chunks at a time and * store any overflow in a small internal buffer. * This is termed pre-buffering, as some data may be read for you before you ask for it. * If you use readDataToData a lot, enabling pre-buffering will result in better performance, especially on the iPhone. * * The default pre-buffering state is controlled by the DEFAULT_PREBUFFERING definition. * It is highly recommended one leave this set to YES. * * This method exists in case pre-buffering needs to be disabled by default for some unforeseen reason. * In that case, this method exists to allow one to easily enable pre-buffering when ready. **/ - (void)enablePreBuffering; /** * When you create an AsyncSocket, it is added to the runloop of the current thread. * So for manually created sockets, it is easiest to simply create the socket on the thread you intend to use it. * * If a new socket is accepted, the delegate method onSocket:wantsRunLoopForNewSocket: is called to * allow you to place the socket on a separate thread. This works best in conjunction with a thread pool design. * * If, however, you need to move the socket to a separate thread at a later time, this * method may be used to accomplish the task. * * This method must be called from the thread/runloop the socket is currently running on. * * Note: After calling this method, all further method calls to this object should be done from the given runloop. * Also, all delegate calls will be sent on the given runloop. **/ - (BOOL)moveToRunLoop:(NSRunLoop *)runLoop; /** * Allows you to configure which run loop modes the socket uses. * The default set of run loop modes is NSDefaultRunLoopMode. * * If you'd like your socket to continue operation during other modes, you may want to add modes such as * NSModalPanelRunLoopMode or NSEventTrackingRunLoopMode. Or you may simply want to use NSRunLoopCommonModes. * * Accepted sockets will automatically inherit the same run loop modes as the listening socket. * * Note: NSRunLoopCommonModes is defined in 10.5. For previous versions one can use kCFRunLoopCommonModes. **/ - (BOOL)setRunLoopModes:(NSArray *)runLoopModes; - (BOOL)addRunLoopMode:(NSString *)runLoopMode; - (BOOL)removeRunLoopMode:(NSString *)runLoopMode; /** * Returns the current run loop modes the AsyncSocket instance is operating in. * The default set of run loop modes is NSDefaultRunLoopMode. **/ - (NSArray *)runLoopModes; /** * Returns a standard error object for the current errno value. * Errno is used for low-level BSD socket errors. **/ - (NSError *)getErrnoError; /** * In the event of an error, this method may be called during onSocket:willDisconnectWithError: to read * any data that's left on the socket. **/ - (NSData *)unreadData; /* A few common line separators, for use with the readDataToData:... methods. */ + (NSData *)CRLFData; // 0x0D0A + (NSData *)CRData; // 0x0D + (NSData *)LFData; // 0x0A + (NSData *)ZeroData; // 0x00 @end