2023-11-10 22:36:26 +01:00

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## 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 of which is bound 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, message::list const& msglist, std::function<void (message::ptr const&)> const& ack)`
Universal event emission interface, by applying implicit conversion magic, it is backward compatible with all previous `emit` interfaces.
#### 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 convenience.
`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_socket_open_listener(socket_listener const& l)`
Set listener for socket connect event, called when any sockets being ready to send message.
`void set_socket_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, e.g., `client.connect("ws://localhost:3000");`
`void close()`
Close the client, return immediately.
`void sync_close()`
Close the client, don't return until it is really closed.
`bool opened() const`
Check if client's connection is opened.
#### Transparent reconnecting
`void set_reconnect_attempts(int attempts)`
Set max reconnect attempts, set to 0 to disable transparent reconnecting.
`void set_reconnect_delay(unsigned millis)`
Set minimum delay for reconnecting, this is the delay for 1st reconnecting attempt,
then the delay duration grows by attempts made.
`void set_reconnect_delay_max(unsigned millis)`
Set maximum delay for reconnecting.
`void set_reconnecting_listener(con_listener const& l)`
Set listener for reconnecting is in process.
`void set_reconnect_listener(reconnect_listener const& l)`
Set listener for reconnecting event, called once a delayed connecting is scheduled.
#### Logs
`void set_logs_default()`
Configure logs to the default level (connect, disconnect, app)
`void set_logs_quiet()`
Configure logs to the quiet level
`void set_logs_verbose()`
Configure logs to the verbose level
#### 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()`.