This repository has been archived by the owner on Dec 19, 2021. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 24
/
AsyncSocket.h
654 lines (582 loc) · 28.9 KB
/
AsyncSocket.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
//
// 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 <Foundation/Foundation.h>
@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;
@interface NSObject (AsyncSocketDelegate)
/**
* 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:".
**/
- (void)onSocket:(AsyncSocket *)sock willDisconnectWithError:(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. 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 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 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:(CFIndex)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:(CFIndex)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:(CFIndex)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:(CFIndex)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;
/**
* 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 negative, 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:(CFIndex)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:(CFIndex)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:(CFIndex)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 negative, no length restriction is enforced.
*
* If the max length is surpassed, it is treated the same as a timeout - the socket is closed.
*
* 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:(CFIndex)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 negative, no length restriction is enforced.
*
* If the max length is surpassed, it is treated the same as a timeout - the socket is closed.
*
* 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:(CFIndex)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:(CFIndex *)done total:(CFIndex *)total;
- (float)progressOfWriteReturningTag:(long *)tag bytesDone:(CFIndex *)done total:(CFIndex *)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;
/**
* 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