francoisvdv / socket.io-client-cpp

C++11 implementation of Socket.IO client

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Socket.IO C++ Client

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This repository contains the Socket.IO C++ client. It depends on websocket++ and is inspired by socket.io-clientpp.

By virtue of being written in C++, this client works in several different platforms. The examples folder contains an iPhone, QT and Console example chat client!

Clients with iPhone, QT, Console and web

Features

  • 100% written in modern C++11
  • Compatible with 1.0+ protocol
  • Binary support
  • Automatic JSON encoding
  • Multiplex support
  • Similar API to the Socket.IO JS client

How to use

### With CMake

  1. Install boost, see Boost setup section.
  2. Use git clone --recurse-submodules https://github.com/socketio/socket.io-client-cpp.git to clone your local repo.
  3. Run cmake -DBOOST_ROOT:STRING=<your boost install folder> -DBOOST_VER:STRING=<your boost version> ./
  4. Run make install(if makefile generated) or open generated project (if project file generated) to build.
  5. Outputs is under ./build, link with the all static libs under ./build/lib and include headers under ./build/include in your client code where you want to use it.
  • If you're using boost without install,you can specify boost include dir and boost lib dir separately by:
cmake
-DBOOST_INCLUDEDIR=<your boost include folder> 
-DBOOST_LIBRARYDIR=<your boost lib folder>
-DBOOST_VER:STRING=<your boost version>
./
  • CMake didn't allow merging static libraries,but they're all copied to ./build/lib, you can DIY if you like.

Without CMake

  1. Install boost, see Boost setup section.
  2. Use git clone --recurse-submodules https://github.com/socketio/socket.io-client-cpp.git to clone your local repo.
  3. Add <your boost install folder>/include,./lib/websocketpp and ./lib/rapidjson/include to headers search path.
  4. Include all files under ./src in your project, add sio_client.cpp,sio_socket.cpp,internal/sio_client_impl.cpp, internal/sio_packet.cpp to source list.
  5. Add <your boost install folder>/lib to library search path, add boost.lib(Win32) or -lboost(Other) link option.
  6. Include sio_client.h in your client code where you want to use it.

Quick start

The APIs are similar with JS client.

Connect to a server

sio::client h;
h.connect("http://127.0.0.1:3000");

Emit a event

//emit event name only:
h.socket->emit("login");
//emit text
h.socket()->emit("add user", username);
//emit binary
char buf[100];
h.socket()->emit("add user", std::make_shared<std::string>(buf,100));
//emit message object with lambda ack handler
h.socket()->emit("add user", string_message::create(username), [&](message::list const& msg)
{
});
//emit with `message::list`
message::list li("arg1");
li.push(string_message::create("arg2"));
socket->emit("new va",li);// support io.on("new va",function(arg1,arg2){}); style in server side.
  • Items in message::list will be expanded in server side event callback function as function arguments.

Bind a event

/**************** bind with function pointer ***************/
void OnMessage(sio::event &)
{
    
}
h.socket()->on("new message", &OnMessage);

/********************* bind with lambda ********************/
h.socket()->on("login", [&](sio::event& ev)
{
    //handle login message
    //post to UI thread if any UI updating.
});

/**************** bind with member function *****************/
class MessageHandler
{
public:
    void OnMessage(sio::event &);
};
MessageHandler mh;
h.socket()->on("new message",std::bind( &MessageHandler::OnMessage,&mh,std::placeholders::_1));

Send to other namespace

h.socket("/chat")->emit("add user", username);

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, message::list const& msglist, std::function<void (message::ptr const&)> const& ack)

Universal event emition 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 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.

//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 sockets 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

//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.

    //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 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.

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.

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.

  • 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 (or other mainstream desktop platforms shall work too):

Run with following script will build the necessary subset:

bjam install --prefix="<your boost install folder>" --with-system --with-date_time --with-random link=static runtime-link=shared threading=multi

Optionally You can merge all output .lib files into a fat one,especially if you're not using cmake.

In output folder, run:

lib.exe /OUT:boost.lib *

iOS

Use this shell to download and build boost completely automattically.

It installs boost to <shell folder>/prefix.

##License MIT

About

C++11 implementation of Socket.IO client

License:MIT License


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