2015-04-07 14:06:10 +08:00

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# Socket.IO C++ Client
This repository contains the Socket.IO C++ client. It depends on [websocket++](https://github.com/zaphoyd/websocketpp) and is inspired by [socket.io-clientpp](https://github.com/ebshimizu/socket.io-clientpp).
By virtue of being written in C++, this client works in several different platforms. The [examples](https://github.com/socketio/socket.io-client-cpp/tree/master/examples) folder contains an iPhone, QT and Console example chat client!
[![Clients with iPhone, QT, Console and web](https://cldup.com/ukvVVZmvYV.png)](https://github.com/socketio/socket.io-client-cpp/tree/master/examples)
## Features
- 100% written in modern C++11
- Compatible with 1.0+ protocol
- Binary support
- Automatic JSON encoding
- Similar API to the Socket.IO JS client
## How to use
1. Install boost
2. Use `git clone --recurse-submodules https://github.com/socketio/socket.io-client-cpp.git` to clone your local repo.
3. Include `websocket++`, `rapidjson` and `sio_client.cpp`,`sio_packet.cpp`,`sio_socket.cpp`,`internal/sio_client_impl.cpp` in your project.
4. Include `sio_client.h` where you want to use it.
5. Use `message` and its derived classes to compose complex text/binary messages.
## API
### *Overview*
There're just 3 roles in this library - `socket`,`client` and `message`.
`client` is for physical connection while `socket` is for "namespace"(which is like a logical channel), which means one `socket` paired with one namespace, and one `client` paired with one physical connection.
Since a physical connection can have multiple namespaces (which is called multiplex), a `client` object may have multiple `socket` objects, each is bind to a distinct `namespace`.
Use `client` to setup the connection to the server, manange the connection status, also session id for the connection.
Use `socket` to send messages under namespace and receives messages in the namespace, also handle special types of message.
The `message` is just about the content you want to send, with text,binary or structured combinations.
### *Socket*
#### Constructors
Sockets are all managed by `client`, no public constructors.
You can get it's pointer by `client.socket(namespace)`.
#### Event Emitter
`void emit(std::string const& name, std::string const& message)`
`void emit(std::string const& name, std::string const& message, std::function<void (message::ptr const&)> const& ack)`
Emit a plain text message, along with event's name and a optional ack callback function if you need server ack.
`void emit(std::string const& name, message::ptr const& args)`
`void emit(std::string const& name, message::ptr const& args, std::function<void (message::ptr const&)> const& ack)`
Emit a `message` (explained below) object, along with event's name and a optional ack callback function if you need server ack.
`void emit(std::string const& name, std::shared_ptr<const std::string> const& binary_ptr)`
`void emit(std::string const& name, std::shared_ptr<const std::string> const& binary_ptr, std::function<void (message::ptr const&)> const& ack)`
Emit a single binary buffer, along with event's name and a optional ack callback function if you need server ack.
#### Event Bindings
`void on(std::string const& event_name,event_listener const& func)`
`void on(std::string const& event_name,event_listener_aux const& func)`
Bind a callback to specified event name. Same as `socket.on()` function in JS, `event_listener` is for full content event object,`event_listener_aux` is for convinience.
`void off(std::string const& event_name)`
Unbind the event callback with specified name.
`void off_all()`
Clear all event bindings (not including the error listener).
`void on_error(error_listener const& l)`
Bind the error handler for socket.io error messages.
`void off_error()`
Unbind the error handler.
```C++
//event object:
class event
{
public:
const std::string& get_nsp() const;
const std::string& get_name() const;
const message::ptr& get_message() const;
bool need_ack() const;
void put_ack_message(message::ptr const& ack_message);
message::ptr const& get_ack_message() const;
...
};
//event listener declare:
typedef std::function<void(const std::string& name,message::ptr const& message,bool need_ack, message::ptr& ack_message)> event_listener_aux;
typedef std::function<void(event& event)> event_listener;
typedef std::function<void(message::ptr const& message)> error_listener;
```
#### Connect and close socket
`connect` will happen for existing `socket`s automatically when `client` have opened up the physical connection.
`socket` opened with connected `client` will connect to its namespace immediately.
`void close()`
Positively disconnect from namespace.
#### Get name of namespace
`std::string const& get_namespace() const`
Get current namespace name which the client is inside.
### *Client*
#### Constructors
`client()` default constructor.
#### Connection Listeners
`void set_open_listener(con_listener const& l)`
Call when websocket is open, especially means good connectivity.
`void set_fail_listener(con_listener const& l)`
Call when failed in connecting.
`void set_close_listener(close_listener const& l)`
Call when closed or drop. See `client::close_reason`
```C++
//connection listener declare:
enum close_reason
{
close_reason_normal,
close_reason_drop
};
typedef std::function<void(void)> con_listener;
typedef std::function<void(close_reason const& reason)> close_listener;
```
#### Socket listeners
`void set_connect_listener(socket_listener const& l)`
Set listener for socket connect event, called when any sockets being ready to send message.
`void set_close_listener(socket_listener const& l)`
Set listener for socket close event, called when any sockets being closed, afterward, corresponding `socket` object will be cleared from client.
```C++
//socket_listener declare:
typedef std::function<void(std::string const& nsp)> socket_listener;
```
#### Connect and Close
`void connect(const std::string& uri)`
Connect to socket.io server, eg. `client.connect("ws://localhost:3000");`
`void reconnect(const std::string& uri)`
Try to reconnect with original session id. If `fail listener` triggered, means your session id is already expired, do not keep reconnect again.
`void close()`
Close the client, return immediately.
`void sync_close()`
Close the client, return until it is really closed.
`bool opened() const`
Check if client's connection is opened.
#### Namespace
`socket::ptr socket(std::string const& nsp)`
Get a pointer to a socket which is paired with the specified namespace.
#### Session ID
`std::string const& get_sessionid() const`
Get socket.io session id.
### *Message*
`message` Base class of all message object.
`int_message` message contains a 64-bit integer.
`double_message` message contains a double.
`string_message` message contains a string.
`array_message` message contains a `vector<message::ptr>`.
`object_message` message contains a `map<string,message::ptr>`.
`message::ptr` pointer to `message` object, it will be one of its derived classes, judge by `message.get_flag()`.
All designated constructor of `message` objects is hidden, you need to create message and get the `message::ptr` by `[derived]_message:create()`.
## Boost setup
* Download boost from [boost.org](http://www.boost.org/).
* Unpack boost to some place.
* Run either .\bootstrap.bat (on Windows), or ./bootstrap.sh (on other operating systems) under boost folder.
## Boost build (Build the necessary subset only)
#### Windows:
Run with following script will build the necessary subset:
```bash
bjam stage --toolset=msvc --with-system --with-date_time --with-random --stagedir="release" link=static runtime-link=shared threading=multi release
```
Optionally You can merge all output .lib files into a fat one, in output folder, run:
```bash
lib.exe /OUT:boost.lib *
```
#### iOS and OSX
Use this [shell](https://github.com/socketio/socket.io-client-cpp/blob/master/examples/iOS/SioChatDemo/boost/boost.sh) to download and build boost completely automattically.
#### Add boost source folder to your `header search path`, and add static libs to link option.
##License
BSD