// // GCDAsyncSocket.h // // This class is in the public domain. // Originally created by Robbie Hanson in Q3 2010. // Updated and maintained by Deusty LLC and the Apple development community. // // https://github.com/robbiehanson/CocoaAsyncSocket // #import #import #import #import @class GCDAsyncReadPacket; @class GCDAsyncWritePacket; @class GCDAsyncSocketPreBuffer; #if TARGET_OS_IPHONE // Compiling for iOS #if __IPHONE_OS_VERSION_MAX_ALLOWED >= 50000 // iOS 5.0 supported #if __IPHONE_OS_VERSION_MIN_REQUIRED >= 50000 // iOS 5.0 supported and required #define IS_SECURE_TRANSPORT_AVAILABLE YES #define SECURE_TRANSPORT_MAYBE_AVAILABLE 1 #define SECURE_TRANSPORT_MAYBE_UNAVAILABLE 0 #else // iOS 5.0 supported but not required #ifndef NSFoundationVersionNumber_iPhoneOS_5_0 #define NSFoundationVersionNumber_iPhoneOS_5_0 881.00 #endif #define IS_SECURE_TRANSPORT_AVAILABLE (NSFoundationVersionNumber >= NSFoundationVersionNumber_iPhoneOS_5_0) #define SECURE_TRANSPORT_MAYBE_AVAILABLE 1 #define SECURE_TRANSPORT_MAYBE_UNAVAILABLE 1 #endif #else // iOS 5.0 not supported #define IS_SECURE_TRANSPORT_AVAILABLE NO #define SECURE_TRANSPORT_MAYBE_AVAILABLE 0 #define SECURE_TRANSPORT_MAYBE_UNAVAILABLE 1 #endif #else // Compiling for Mac OS X #define IS_SECURE_TRANSPORT_AVAILABLE YES #define SECURE_TRANSPORT_MAYBE_AVAILABLE 1 #define SECURE_TRANSPORT_MAYBE_UNAVAILABLE 0 #endif extern NSString *const GCDAsyncSocketException; extern NSString *const GCDAsyncSocketErrorDomain; extern NSString *const GCDAsyncSocketQueueName; extern NSString *const GCDAsyncSocketThreadName; #if SECURE_TRANSPORT_MAYBE_AVAILABLE extern NSString *const GCDAsyncSocketSSLCipherSuites; #if TARGET_OS_IPHONE extern NSString *const GCDAsyncSocketSSLProtocolVersionMin; extern NSString *const GCDAsyncSocketSSLProtocolVersionMax; #else extern NSString *const GCDAsyncSocketSSLDiffieHellmanParameters; #endif #endif enum GCDAsyncSocketError { GCDAsyncSocketNoError = 0, // Never used GCDAsyncSocketBadConfigError, // Invalid configuration GCDAsyncSocketBadParamError, // Invalid parameter was passed GCDAsyncSocketConnectTimeoutError, // A connect operation timed out GCDAsyncSocketReadTimeoutError, // A read operation timed out GCDAsyncSocketWriteTimeoutError, // A write operation timed out GCDAsyncSocketReadMaxedOutError, // Reached set maxLength without completing GCDAsyncSocketClosedError, // The remote peer closed the connection GCDAsyncSocketOtherError, // Description provided in userInfo }; typedef enum GCDAsyncSocketError GCDAsyncSocketError; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma mark - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @interface GCDAsyncSocket : NSObject /** * GCDAsyncSocket uses the standard delegate paradigm, * but executes all delegate callbacks on a given delegate dispatch queue. * This allows for maximum concurrency, while at the same time providing easy thread safety. * * You MUST set a delegate AND delegate dispatch queue before attempting to * use the socket, or you will get an error. * * The socket queue is optional. * If you pass NULL, GCDAsyncSocket will automatically create it's own socket queue. * If you choose to provide a socket queue, the socket queue must not be a concurrent queue. * If you choose to provide a socket queue, and the socket queue has a configured target queue, * then please see the discussion for the method markSocketQueueTargetQueue. * * The delegate queue and socket queue can optionally be the same. **/ - (id)init; - (id)initWithSocketQueue:(dispatch_queue_t)sq; - (id)initWithDelegate:(id)aDelegate delegateQueue:(dispatch_queue_t)dq; - (id)initWithDelegate:(id)aDelegate delegateQueue:(dispatch_queue_t)dq socketQueue:(dispatch_queue_t)sq; #pragma mark Configuration - (id)delegate; - (void)setDelegate:(id)delegate; - (void)synchronouslySetDelegate:(id)delegate; - (dispatch_queue_t)delegateQueue; - (void)setDelegateQueue:(dispatch_queue_t)delegateQueue; - (void)synchronouslySetDelegateQueue:(dispatch_queue_t)delegateQueue; - (void)getDelegate:(id *)delegatePtr delegateQueue:(dispatch_queue_t *)delegateQueuePtr; - (void)setDelegate:(id)delegate delegateQueue:(dispatch_queue_t)delegateQueue; - (void)synchronouslySetDelegate:(id)delegate delegateQueue:(dispatch_queue_t)delegateQueue; /** * By default, both IPv4 and IPv6 are enabled. * * For accepting incoming connections, this means GCDAsyncSocket automatically supports both protocols, * and can simulataneously accept incoming connections on either protocol. * * For outgoing connections, this means GCDAsyncSocket can connect to remote hosts running either protocol. * If a DNS lookup returns only IPv4 results, GCDAsyncSocket will automatically use IPv4. * If a DNS lookup returns only IPv6 results, GCDAsyncSocket will automatically use IPv6. * If a DNS lookup returns both IPv4 and IPv6 results, the preferred protocol will be chosen. * By default, the preferred protocol is IPv4, but may be configured as desired. **/ - (BOOL)isIPv4Enabled; - (void)setIPv4Enabled:(BOOL)flag; - (BOOL)isIPv6Enabled; - (void)setIPv6Enabled:(BOOL)flag; - (BOOL)isIPv4PreferredOverIPv6; - (void)setPreferIPv4OverIPv6:(BOOL)flag; /** * User data allows you to associate arbitrary information with the socket. * This data is not used internally by socket in any way. **/ - (id)userData; - (void)setUserData:(id)arbitraryUserData; #pragma mark Accepting /** * Tells the socket to begin listening and accepting connections on the given port. * When a connection is accepted, a new instance of GCDAsyncSocket will be spawned to handle it, * and the socket:didAcceptNewSocket: delegate method will be invoked. * * The socket will listen on all available interfaces (e.g. wifi, ethernet, etc) **/ - (BOOL)acceptOnPort:(uint16_t)port error:(NSError **)errPtr; /** * This method is the same as acceptOnPort:error: with the * additional option of specifying which interface to listen on. * * For example, you could specify that the socket should only accept connections over ethernet, * and not other interfaces such as wifi. * * The interface may be specified by name (e.g. "en1" or "lo0") or by IP address (e.g. "192.168.4.34"). * You may also use the special strings "localhost" or "loopback" to specify that * the socket only accept connections from the local machine. * * You can see the list of interfaces via the command line utility "ifconfig", * or programmatically via the getifaddrs() function. * * To accept connections on any interface pass nil, or simply use the acceptOnPort:error: method. **/ - (BOOL)acceptOnInterface:(NSString *)interface port:(uint16_t)port error:(NSError **)errPtr; /** * Tells the socket to begin listening and accepting connections on the unix domain at the given url. * When a connection is accepted, a new instance of GCDAsyncSocket will be spawned to handle it, * and the socket:didAcceptNewSocket: delegate method will be invoked. * * The socket will listen on all available interfaces (e.g. wifi, ethernet, etc) **/ - (BOOL)acceptOnUrl:(NSURL *)url error:(NSError **)errPtr; #pragma mark Connecting /** * Connects to the given host and port. * * This method invokes connectToHost:onPort:viaInterface:withTimeout:error: * and uses the default interface, and no timeout. **/ - (BOOL)connectToHost:(NSString *)host onPort:(uint16_t)port error:(NSError **)errPtr; /** * Connects to the given host and port with an optional timeout. * * This method invokes connectToHost:onPort:viaInterface:withTimeout:error: and uses the default interface. **/ - (BOOL)connectToHost:(NSString *)host onPort:(uint16_t)port withTimeout:(NSTimeInterval)timeout error:(NSError **)errPtr; /** * Connects to the given host & port, via the optional interface, with an optional timeout. * * The host may be a domain name (e.g. "deusty.com") or an IP address string (e.g. "192.168.0.2"). * The host may also be the special strings "localhost" or "loopback" to specify connecting * to a service on the local machine. * * The interface may be a name (e.g. "en1" or "lo0") or the corresponding IP address (e.g. "192.168.4.35"). * The interface may also be used to specify the local port (see below). * * To not time out use a negative time interval. * * This method will return NO if an error is detected, and set the error pointer (if one was given). * Possible errors would be a nil host, invalid interface, or socket is already connected. * * If no errors are detected, this method will start a background connect operation and immediately return YES. * The delegate callbacks are used to notify you when the socket connects, or if the host was unreachable. * * Since this class supports queued reads and writes, you can immediately start reading and/or writing. * All read/write operations will be queued, and upon socket connection, * the operations will be dequeued and processed in order. * * The interface may optionally contain a port number at the end of the string, separated by a colon. * This allows you to specify the local port that should be used for the outgoing connection. (read paragraph to end) * To specify both interface and local port: "en1:8082" or "192.168.4.35:2424". * To specify only local port: ":8082". * Please note this is an advanced feature, and is somewhat hidden on purpose. * You should understand that 99.999% of the time you should NOT specify the local port for an outgoing connection. * If you think you need to, there is a very good chance you have a fundamental misunderstanding somewhere. * Local ports do NOT need to match remote ports. In fact, they almost never do. * This feature is here for networking professionals using very advanced techniques. **/ - (BOOL)connectToHost:(NSString *)host onPort:(uint16_t)port viaInterface:(NSString *)interface 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]; * * This method invokes connectToAdd **/ - (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; /** * Connects to the given address, using the specified interface and timeout. * * The address is 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]; * * The interface may be a name (e.g. "en1" or "lo0") or the corresponding IP address (e.g. "192.168.4.35"). * The interface may also be used to specify the local port (see below). * * The timeout is optional. To not time out use a negative time interval. * * This method will return NO if an error is detected, and set the error pointer (if one was given). * Possible errors would be a nil host, invalid interface, or socket is already connected. * * If no errors are detected, this method will start a background connect operation and immediately return YES. * The delegate callbacks are used to notify you when the socket connects, or if the host was unreachable. * * Since this class supports queued reads and writes, you can immediately start reading and/or writing. * All read/write operations will be queued, and upon socket connection, * the operations will be dequeued and processed in order. * * The interface may optionally contain a port number at the end of the string, separated by a colon. * This allows you to specify the local port that should be used for the outgoing connection. (read paragraph to end) * To specify both interface and local port: "en1:8082" or "192.168.4.35:2424". * To specify only local port: ":8082". * Please note this is an advanced feature, and is somewhat hidden on purpose. * You should understand that 99.999% of the time you should NOT specify the local port for an outgoing connection. * If you think you need to, there is a very good chance you have a fundamental misunderstanding somewhere. * Local ports do NOT need to match remote ports. In fact, they almost never do. * This feature is here for networking professionals using very advanced techniques. **/ - (BOOL)connectToAddress:(NSData *)remoteAddr viaInterface:(NSString *)interface withTimeout:(NSTimeInterval)timeout error:(NSError **)errPtr; /** * Connects to the unix domain socket at the given url, using the specified timeout. */ - (BOOL)connectToUrl:(NSURL *)url withTimeout:(NSTimeInterval)timeout error:(NSError **)errPtr; #pragma mark Disconnecting /** * Disconnects immediately (synchronously). Any pending reads or writes are dropped. * * If the socket is not already disconnected, an invocation to the socketDidDisconnect:withError: delegate method * will be queued onto the delegateQueue asynchronously (behind any previously queued delegate methods). * In other words, the disconnected delegate method will be invoked sometime shortly after this method returns. * * Please note the recommended way of releasing a GCDAsyncSocket instance (e.g. in a dealloc method) * [asyncSocket setDelegate:nil]; * [asyncSocket disconnect]; * [asyncSocket release]; * * If you plan on disconnecting the socket, and then immediately asking it to connect again, * you'll likely want to do so like this: * [asyncSocket setDelegate:nil]; * [asyncSocket disconnect]; * [asyncSocket setDelegate:self]; * [asyncSocket connect...]; **/ - (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; #pragma mark Diagnostics /** * Returns whether the socket is disconnected or connected. * * A disconnected socket may be recycled. * That is, it can used again for connecting or listening. * * If a socket is in the process of connecting, it may be neither disconnected nor connected. **/ - (BOOL)isDisconnected; - (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_t)connectedPort; - (NSURL *)connectedUrl; - (NSString *)localHost; - (uint16_t)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; /** * Returns whether or not the socket has been secured via SSL/TLS. * * See also the startTLS method. **/ - (BOOL)isSecure; #pragma mark Reading // The readData and writeData methods won't block (they are asynchronous). // // When a read is complete the socket:didReadData:withTag: delegate method is dispatched on the delegateQueue. // When a write is complete the socket:didWriteDataWithTag: delegate method is dispatched on the delegateQueue. // // 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 "socket:shouldTimeout..." delegate method // is called to optionally allow you to extend the timeout. // Upon a timeout, the "socket:didDisconnectWithError:" method is called // // 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 the socket is using it. * After completion, the data returned in socket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer via * the method [NSData dataWithBytesNoCopy:length:freeWhenDone:NO]. **/ - (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 the socket is using it. * After completion, the data returned in socket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer via * the method [NSData dataWithBytesNoCopy:length:freeWhenDone:NO]. **/ - (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 socket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer via * the method [NSData dataWithBytesNoCopy:length:freeWhenDone:NO]. **/ - (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 (except maybe print a warning), 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. * If you're developing your own custom protocol, be sure your separator can not occur naturally as * part of the data between separators. * For example, imagine you want to send several small documents over a socket. * Using CRLF as a separator is likely unwise, as a CRLF could easily exist within the documents. * In this particular example, it would be better to use a protocol similar to HTTP with * a header that includes the length of the document. * Also be careful that your separator cannot occur naturally as part of the encoding for a character. * * The given data (separator) parameter should be immutable. * For performance reasons, the socket will retain it, not copy it. * So if it is immutable, don't modify it while the socket is using it. **/ - (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 (except maybe print a warning), and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while the socket is using it. * After completion, the data returned in socket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer via * the method [NSData dataWithBytesNoCopy:length:freeWhenDone:NO]. * * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter. * If you're developing your own custom protocol, be sure your separator can not occur naturally as * part of the data between separators. * For example, imagine you want to send several small documents over a socket. * Using CRLF as a separator is likely unwise, as a CRLF could easily exist within the documents. * In this particular example, it would be better to use a protocol similar to HTTP with * a header that includes the length of the document. * Also be careful that your separator cannot occur naturally as part of the encoding for a character. * * The given data (separator) parameter should be immutable. * For performance reasons, the socket will retain it, not copy it. * So if it is immutable, don't modify it while the socket is using it. **/ - (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 GCDAsyncSocketReadMaxedOutError. * 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 (except maybe print a warning), 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 (except maybe print a warning), 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. * If you're developing your own custom protocol, be sure your separator can not occur naturally as * part of the data between separators. * For example, imagine you want to send several small documents over a socket. * Using CRLF as a separator is likely unwise, as a CRLF could easily exist within the documents. * In this particular example, it would be better to use a protocol similar to HTTP with * a header that includes the length of the document. * Also be careful that your separator cannot occur naturally as part of the encoding for a character. * * The given data (separator) parameter should be immutable. * For performance reasons, the socket will retain it, not copy it. * So if it is immutable, don't modify it while the socket is using it. **/ - (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. * * 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 GCDAsyncSocketReadMaxedOutError. * 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 (separator) parameter, * the method will do nothing (except maybe print a warning), and the delegate will not be called. * If the bufferOffset is greater than the length of the given buffer, * the method will do nothing (except maybe print a warning), and the delegate will not be called. * * If you pass a buffer, you must not alter it in any way while the socket is using it. * After completion, the data returned in socket:didReadData:withTag: will be a subset of the given buffer. * That is, it will reference the bytes that were appended to the given buffer via * the method [NSData dataWithBytesNoCopy:length:freeWhenDone:NO]. * * To read a line from the socket, use the line separator (e.g. CRLF for HTTP, see below) as the "data" parameter. * If you're developing your own custom protocol, be sure your separator can not occur naturally as * part of the data between separators. * For example, imagine you want to send several small documents over a socket. * Using CRLF as a separator is likely unwise, as a CRLF could easily exist within the documents. * In this particular example, it would be better to use a protocol similar to HTTP with * a header that includes the length of the document. * Also be careful that your separator cannot occur naturally as part of the encoding for a character. * * The given data (separator) parameter should be immutable. * For performance reasons, the socket will retain it, not copy it. * So if it is immutable, don't modify it while the socket is using it. **/ - (void)readDataToData:(NSData *)data withTimeout:(NSTimeInterval)timeout buffer:(NSMutableData *)buffer bufferOffset:(NSUInteger)offset maxLength:(NSUInteger)length tag:(long)tag; /** * Returns progress of the current read, from 0.0 to 1.0, or NaN if no current read (use isnan() to check). * The parameters "tag", "done" and "total" will be filled in if they aren't NULL. **/ - (float)progressOfReadReturningTag:(long *)tagPtr bytesDone:(NSUInteger *)donePtr total:(NSUInteger *)totalPtr; #pragma mark Writing /** * 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. * * Thread-Safety Note: * If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while * the socket is writing it. In other words, it's not safe to alter the data until after the delegate method * socket:didWriteDataWithTag: is invoked signifying that this particular write operation has completed. * This is due to the fact that GCDAsyncSocket does NOT copy the data. It simply retains it. * This is for performance reasons. Often times, if NSMutableData is passed, it is because * a request/response was built up in memory. Copying this data adds an unwanted/unneeded overhead. * If you need to write data from an immutable buffer, and you need to alter the buffer before the socket * completes writing the bytes (which is NOT immediately after this method returns, but rather at a later time * when the delegate method notifies you), then you should first copy the bytes, and pass the copy to this method. **/ - (void)writeData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag; /** * Returns progress of the current write, from 0.0 to 1.0, or NaN if no current write (use isnan() to check). * The parameters "tag", "done" and "total" will be filled in if they aren't NULL. **/ - (float)progressOfWriteReturningTag:(long *)tagPtr bytesDone:(NSUInteger *)donePtr total:(NSUInteger *)totalPtr; #pragma mark Security /** * 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. * Standard keys are: * * - kCFStreamSSLLevel * - kCFStreamSSLAllowsExpiredCertificates * - kCFStreamSSLAllowsExpiredRoots * - kCFStreamSSLAllowsAnyRoot * - kCFStreamSSLValidatesCertificateChain * - kCFStreamSSLPeerName * - kCFStreamSSLCertificates * - kCFStreamSSLIsServer * * If SecureTransport is available on iOS: * * - GCDAsyncSocketSSLCipherSuites * - GCDAsyncSocketSSLProtocolVersionMin * - GCDAsyncSocketSSLProtocolVersionMax * * If SecureTransport is available on Mac OS X: * * - GCDAsyncSocketSSLCipherSuites * - GCDAsyncSocketSSLDiffieHellmanParameters; * * * 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; #pragma mark Advanced /** * Traditionally sockets are not closed until the conversation is over. * However, it is technically possible for the remote enpoint to close its write stream. * Our socket would then be notified that there is no more data to be read, * but our socket would still be writeable and the remote endpoint could continue to receive our data. * * The argument for this confusing functionality stems from the idea that a client could shut down its * write stream after sending a request to the server, thus notifying the server there are to be no further requests. * In practice, however, this technique did little to help server developers. * * To make matters worse, from a TCP perspective there is no way to tell the difference from a read stream close * and a full socket close. They both result in the TCP stack receiving a FIN packet. The only way to tell * is by continuing to write to the socket. If it was only a read stream close, then writes will continue to work. * Otherwise an error will be occur shortly (when the remote end sends us a RST packet). * * In addition to the technical challenges and confusion, many high level socket/stream API's provide * no support for dealing with the problem. If the read stream is closed, the API immediately declares the * socket to be closed, and shuts down the write stream as well. In fact, this is what Apple's CFStream API does. * It might sound like poor design at first, but in fact it simplifies development. * * The vast majority of the time if the read stream is closed it's because the remote endpoint closed its socket. * Thus it actually makes sense to close the socket at this point. * And in fact this is what most networking developers want and expect to happen. * However, if you are writing a server that interacts with a plethora of clients, * you might encounter a client that uses the discouraged technique of shutting down its write stream. * If this is the case, you can set this property to NO, * and make use of the socketDidCloseReadStream delegate method. * * The default value is YES. **/ - (BOOL)autoDisconnectOnClosedReadStream; - (void)setAutoDisconnectOnClosedReadStream:(BOOL)flag; /** * GCDAsyncSocket maintains thread safety by using an internal serial dispatch_queue. * In most cases, the instance creates this queue itself. * However, to allow for maximum flexibility, the internal queue may be passed in the init method. * This allows for some advanced options such as controlling socket priority via target queues. * However, when one begins to use target queues like this, they open the door to some specific deadlock issues. * * For example, imagine there are 2 queues: * dispatch_queue_t socketQueue; * dispatch_queue_t socketTargetQueue; * * If you do this (pseudo-code): * socketQueue.targetQueue = socketTargetQueue; * * Then all socketQueue operations will actually get run on the given socketTargetQueue. * This is fine and works great in most situations. * But if you run code directly from within the socketTargetQueue that accesses the socket, * you could potentially get deadlock. Imagine the following code: * * - (BOOL)socketHasSomething * { * __block BOOL result = NO; * dispatch_block_t block = ^{ * result = [self someInternalMethodToBeRunOnlyOnSocketQueue]; * } * if (is_executing_on_queue(socketQueue)) * block(); * else * dispatch_sync(socketQueue, block); * * return result; * } * * What happens if you call this method from the socketTargetQueue? The result is deadlock. * This is because the GCD API offers no mechanism to discover a queue's targetQueue. * Thus we have no idea if our socketQueue is configured with a targetQueue. * If we had this information, we could easily avoid deadlock. * But, since these API's are missing or unfeasible, you'll have to explicitly set it. * * IF you pass a socketQueue via the init method, * AND you've configured the passed socketQueue with a targetQueue, * THEN you should pass the end queue in the target hierarchy. * * For example, consider the following queue hierarchy: * socketQueue -> ipQueue -> moduleQueue * * This example demonstrates priority shaping within some server. * All incoming client connections from the same IP address are executed on the same target queue. * And all connections for a particular module are executed on the same target queue. * Thus, the priority of all networking for the entire module can be changed on the fly. * Additionally, networking traffic from a single IP cannot monopolize the module. * * Here's how you would accomplish something like that: * - (dispatch_queue_t)newSocketQueueForConnectionFromAddress:(NSData *)address onSocket:(GCDAsyncSocket *)sock * { * dispatch_queue_t socketQueue = dispatch_queue_create("", NULL); * dispatch_queue_t ipQueue = [self ipQueueForAddress:address]; * * dispatch_set_target_queue(socketQueue, ipQueue); * dispatch_set_target_queue(iqQueue, moduleQueue); * * return socketQueue; * } * - (void)socket:(GCDAsyncSocket *)sock didAcceptNewSocket:(GCDAsyncSocket *)newSocket * { * [clientConnections addObject:newSocket]; * [newSocket markSocketQueueTargetQueue:moduleQueue]; * } * * Note: This workaround is ONLY needed if you intend to execute code directly on the ipQueue or moduleQueue. * This is often NOT the case, as such queues are used solely for execution shaping. **/ - (void)markSocketQueueTargetQueue:(dispatch_queue_t)socketQueuesPreConfiguredTargetQueue; - (void)unmarkSocketQueueTargetQueue:(dispatch_queue_t)socketQueuesPreviouslyConfiguredTargetQueue; /** * It's not thread-safe to access certain variables from outside the socket's internal queue. * * For example, the socket file descriptor. * File descriptors are simply integers which reference an index in the per-process file table. * However, when one requests a new file descriptor (by opening a file or socket), * the file descriptor returned is guaranteed to be the lowest numbered unused descriptor. * So if we're not careful, the following could be possible: * * - Thread A invokes a method which returns the socket's file descriptor. * - The socket is closed via the socket's internal queue on thread B. * - Thread C opens a file, and subsequently receives the file descriptor that was previously the socket's FD. * - Thread A is now accessing/altering the file instead of the socket. * * In addition to this, other variables are not actually objects, * and thus cannot be retained/released or even autoreleased. * An example is the sslContext, of type SSLContextRef, which is actually a malloc'd struct. * * Although there are internal variables that make it difficult to maintain thread-safety, * it is important to provide access to these variables * to ensure this class can be used in a wide array of environments. * This method helps to accomplish this by invoking the current block on the socket's internal queue. * The methods below can be invoked from within the block to access * those generally thread-unsafe internal variables in a thread-safe manner. * The given block will be invoked synchronously on the socket's internal queue. * * If you save references to any protected variables and use them outside the block, you do so at your own peril. **/ - (void)performBlock:(dispatch_block_t)block; /** * These methods are only available from within the context of a performBlock: invocation. * See the documentation for the performBlock: method above. * * Provides access to the socket's file descriptor(s). * If the socket is a server socket (is accepting incoming connections), * it might actually have multiple internal socket file descriptors - one for IPv4 and one for IPv6. **/ - (int)socketFD; - (int)socket4FD; - (int)socket6FD; #if TARGET_OS_IPHONE /** * These methods are only available from within the context of a performBlock: invocation. * See the documentation for the performBlock: method above. * * Provides access to the socket's internal CFReadStream/CFWriteStream. * * These streams are only used as workarounds for specific iOS shortcomings: * * - Apple has decided to keep the SecureTransport framework private is iOS. * This means the only supplied way to do SSL/TLS is via CFStream or some other API layered on top of it. * Thus, in order to provide SSL/TLS support on iOS we are forced to rely on CFStream, * instead of the preferred and faster and more powerful SecureTransport. * * - If a socket doesn't have backgrounding enabled, and that socket is closed while the app is backgrounded, * Apple only bothers to notify us via the CFStream API. * The faster and more powerful GCD API isn't notified properly in this case. * * See also: (BOOL)enableBackgroundingOnSocket **/ - (CFReadStreamRef)readStream; - (CFWriteStreamRef)writeStream; /** * This method is only available from within the context of a performBlock: invocation. * See the documentation for the performBlock: method above. * * Configures the socket to allow it to operate when the iOS application has been backgrounded. * In other words, this method creates a read & write stream, and invokes: * * CFReadStreamSetProperty(readStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP); * CFWriteStreamSetProperty(writeStream, kCFStreamNetworkServiceType, kCFStreamNetworkServiceTypeVoIP); * * Returns YES if successful, NO otherwise. * * Note: Apple does not officially support backgrounding server sockets. * That is, if your socket is accepting incoming connections, Apple does not officially support * allowing iOS applications to accept incoming connections while an app is backgrounded. * * Example usage: * * - (void)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(uint16_t)port * { * [asyncSocket performBlock:^{ * [asyncSocket enableBackgroundingOnSocket]; * }]; * } **/ - (BOOL)enableBackgroundingOnSocket; #endif #if SECURE_TRANSPORT_MAYBE_AVAILABLE /** * This method is only available from within the context of a performBlock: invocation. * See the documentation for the performBlock: method above. * * Provides access to the socket's SSLContext, if SSL/TLS has been started on the socket. **/ - (SSLContextRef)sslContext; #endif #pragma mark Utilities /** * Extracting host and port information from raw address data. **/ + (NSString *)hostFromAddress:(NSData *)address; + (uint16_t)portFromAddress:(NSData *)address; + (BOOL)getHost:(NSString **)hostPtr port:(uint16_t *)portPtr fromAddress:(NSData *)address; /** * A few common line separators, for use with the readDataToData:... methods. **/ + (NSData *)CRLFData; // 0x0D0A + (NSData *)CRData; // 0x0D + (NSData *)LFData; // 0x0A + (NSData *)ZeroData; // 0x00 @end //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma mark - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @protocol GCDAsyncSocketDelegate @optional /** * This method is called immediately prior to socket:didAcceptNewSocket:. * It optionally allows a listening socket to specify the socketQueue for a new accepted socket. * If this method is not implemented, or returns NULL, the new accepted socket will create its own default queue. * * Since you cannot autorelease a dispatch_queue, * this method uses the "new" prefix in its name to specify that the returned queue has been retained. * * Thus you could do something like this in the implementation: * return dispatch_queue_create("MyQueue", NULL); * * If you are placing multiple sockets on the same queue, * then care should be taken to increment the retain count each time this method is invoked. * * For example, your implementation might look something like this: * dispatch_retain(myExistingQueue); * return myExistingQueue; **/ - (dispatch_queue_t)newSocketQueueForConnectionFromAddress:(NSData *)address onSocket:(GCDAsyncSocket *)sock; /** * Called when a socket accepts a connection. * Another socket is automatically spawned to handle it. * * You must retain the newSocket if you wish to handle the connection. * Otherwise the newSocket instance will be released and the spawned connection will be closed. * * By default the new socket will have the same delegate and delegateQueue. * You may, of course, change this at any time. **/ - (void)socket:(GCDAsyncSocket *)sock didAcceptNewSocket:(GCDAsyncSocket *)newSocket; /** * 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)socket:(GCDAsyncSocket *)sock didConnectToHost:(NSString *)host port:(uint16_t)port; /** * 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)socket:(GCDAsyncSocket *)sock didConnectToUrl:(NSURL *)url; /** * Called when a socket has completed reading the requested data into memory. * Not called if there is an error. **/ - (void)socket:(GCDAsyncSocket *)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)socket:(GCDAsyncSocket *)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)socket:(GCDAsyncSocket *)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)socket:(GCDAsyncSocket *)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)socket:(GCDAsyncSocket *)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)socket:(GCDAsyncSocket *)sock shouldTimeoutWriteWithTag:(long)tag elapsed:(NSTimeInterval)elapsed bytesDone:(NSUInteger)length; /** * Conditionally called if the read stream closes, but the write stream may still be writeable. * * This delegate method is only called if autoDisconnectOnClosedReadStream has been set to NO. * See the discussion on the autoDisconnectOnClosedReadStream method for more information. **/ - (void)socketDidCloseReadStream:(GCDAsyncSocket *)sock; /** * Called when a socket disconnects with or without error. * * 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)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err; /** * 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 socketDidDisconnect:withError: delegate method will be called with the specific SSL error code. **/ - (void)socketDidSecure:(GCDAsyncSocket *)sock; @end