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.
Sockets are all managed by client
, no public constructors.
You can get it's pointer by client.socket(namespace)
.
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.
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.
//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
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.
std::string const& get_namespace() const
Get current namespace name which the client is inside.
client()
default constructor.
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;
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;
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, return until it is really closed.
bool opened() const
Check if client's connection is opened.
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.
socket::ptr socket(std::string const& nsp)
Get a pointer to a socket which is paired with the specified namespace.
std::string const& get_sessionid() const
Get socket.io session id.
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()
.