368 lines
11 KiB
Haxe
368 lines
11 KiB
Haxe
/*
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* Copyright (C)2014-2020 Haxe Foundation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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package js.node.net;
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import haxe.extern.EitherType;
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import js.node.Dns;
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import js.node.events.EventEmitter.Event;
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#if haxe4
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import js.lib.Error;
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#else
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import js.Error;
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#end
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/**
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Enumeration of events for `Socket` objects.
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**/
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@:enum abstract SocketEvent<T:haxe.Constraints.Function>(Event<T>) to Event<T> {
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/**
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Emitted after resolving the hostname but before connecting.
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Not applicable to UNIX sockets.
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**/
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var Lookup:SocketEvent<Null<Error>->String->DnsAddressFamily->Void> = "lookup";
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/**
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Emitted when a socket connection is successfully established. See `Socket.connect`.
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**/
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var Connect:SocketEvent<Void->Void> = "connect";
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/**
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Emitted when data is received.
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The argument data will be a `Buffer` or `String`.
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Encoding of data is set by `Socket.setEncoding`.
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Note that the data will be lost if there is no listener when a Socket emits a 'data' event.
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**/
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var Data:SocketEvent<EitherType<Buffer, String>->Void> = "data";
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/**
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Emitted when the other end of the socket sends a FIN packet.
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By default (allowHalfOpen == false) the socket will destroy its file descriptor once
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it has written out its pending write queue. However, by setting allowHalfOpen == true
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the socket will not automatically `end` its side allowing the user to write arbitrary amounts of data,
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with the caveat that the user is required to `end` their side now.
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**/
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var End:SocketEvent<Void->Void> = "end";
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/**
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Emitted if the socket times out from inactivity.
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This is only to notify that the socket has been idle
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The user must manually close the connection.
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See also: `Socket.setTimeout`
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**/
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var Timeout:SocketEvent<Void->Void> = "timeout";
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/**
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Emitted when the write buffer becomes empty. Can be used to throttle uploads.
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See also: the return values of `Socket.write`
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**/
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var Drain:SocketEvent<Void->Void> = "drain";
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/**
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Emitted when an error occurs. The 'close' event will be called directly following this event.
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**/
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var Error:SocketEvent<Error->Void> = "error";
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/**
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Emitted once the socket is fully closed.
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The argument `had_error` is a boolean which says if the socket was closed due to a transmission error.
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Listener arguments:
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had_error - true if the socket had a transmission error
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**/
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var Close:SocketEvent<Bool->Void> = "close";
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}
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typedef SocketOptionsBase = {
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/**
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If true, then the socket won't automatically send a FIN packet
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when the other end of the socket sends a FIN packet.
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The socket becomes non-readable, but still writable. You should call the `end` method explicitly.
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See `end` event for more information.
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Default: false
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**/
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@:optional var allowHalfOpen:Bool;
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}
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/**
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Options for creating new `Socket` object.
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**/
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typedef SocketOptions = {
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> SocketOptionsBase,
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/**
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allows you to specify the existing file descriptor of socket.
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**/
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@:optional var fd:Null<Int>;
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/**
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allow reads on this socket (NOTE: Works only when `fd` is passed)
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**/
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@:optional var readable:Bool;
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/**
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allow writes on this socket (NOTE: Works only when `fd` is passed)
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**/
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@:optional var writable:Bool;
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}
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/**
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Options for the `Socket.connect` method (TCP version).
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**/
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typedef SocketConnectOptionsTcp = {
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/**
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Port the client should connect to
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**/
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var port:Int;
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/**
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Host the client should connect to.
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Defaults to 'localhost'.
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**/
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@:optional var host:String;
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/**
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Local interface to bind to for network connections.
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**/
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@:optional var localAddress:String;
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/**
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Local port to bind to for network connections.
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**/
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@:optional var localPort:Int;
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/**
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Version of IP stack. Defaults to 4.
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**/
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@:optional var family:DnsAddressFamily;
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/**
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Custom lookup function. Defaults to `Dns.lookup`.
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**/
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@:optional var lookup:String->DnsLookupOptions->DnsLookupCallbackSingle->Void;
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}
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/**
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Options for the `Socket.connect` method (Local domain socket version).
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**/
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typedef SocketConnectOptionsUnix = {
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/**
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Path the client should connect to
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**/
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var path:String;
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}
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/**
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Bound address, the address family name and port of the socket as reported by the operating system.
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**/
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typedef SocketAdress = {
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/**
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Connection port.
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**/
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var port:Int;
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/**
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IP Family.
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**/
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var family:SocketAdressFamily;
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/**
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IP Address.
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**/
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var address:String;
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}
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/**
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Enumeration of possible socket family values.
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**/
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@:enum abstract SocketAdressFamily(String) to String {
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var IPv4 = "IPv4";
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var IPv6 = "IPv6";
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}
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@:jsRequire("net", "Socket")
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extern class Socket extends js.node.stream.Duplex<Socket> {
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/**
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Construct a new socket object.
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**/
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function new(?options:SocketOptions);
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/**
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Opens the connection for a given socket.
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If `port` and `host` are given, then the socket will be opened as a TCP socket,
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if `host` is omitted, localhost will be assumed.
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If a `path` is given, the socket will be opened as a unix socket to that path.
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Normally this method is not needed, as `Net.createConnection` opens the socket.
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Use this only if you are implementing a custom `Socket`.
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This function is asynchronous. When the 'connect' event is emitted the socket is established.
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If there is a problem connecting, the 'connect' event will not be emitted,
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the 'error' event will be emitted with the exception
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The `connectListener` parameter will be added as an listener for the 'connect' event.
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**/
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@:overload(function(path:String, ?connectListener:Void->Void):Socket {})
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@:overload(function(port:Int, ?connectListener:Void->Void):Socket {})
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@:overload(function(port:Int, host:String, ?connectListener:Void->Void):Socket {})
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function connect(options:EitherType<SocketConnectOptionsTcp, SocketConnectOptionsUnix>, ?connectListener:Void->Void):Socket;
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/**
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`Socket` has the property that `socket.write` always works. This is to help users get up and running quickly.
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The computer cannot always keep up with the amount of data that is written to a socket - the network connection
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simply might be too slow. Node will internally queue up the data written to a socket and send it out over the
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wire when it is possible. (Internally it is polling on the socket's file descriptor for being writable).
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The consequence of this internal buffering is that memory may grow. This property shows the number of characters
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currently buffered to be written. (Number of characters is approximately equal to the number of bytes to be written,
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but the buffer may contain strings, and the strings are lazily encoded, so the exact number of bytes is not known.)
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Users who experience large or growing `bufferSize` should attempt to "throttle" the data flows
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in their program with `pause` and `resume`.
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**/
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var bufferSize:Int;
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/**
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A boolean value that indicates if the connection is destroyed or not.
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Once a connection is destroyed no further data can be transferred using it.
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define in Stream/Readable.hx
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**/
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// var destroyed(default, null):Bool;
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#if haxe4
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/**
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Ensures that no more I/O activity happens on this socket.
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Only necessary in case of errors (parse error or so).
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If `exception` is specified, an 'error' event will be emitted and
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any listeners for that event will receive exception as an argument.
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**/
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function destroy(?exception:Error):Void;
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#end
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/**
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Sets the socket to timeout after `timeout` milliseconds of inactivity on the socket.
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By default `Socket` do not have a timeout.
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When an idle timeout is triggered the socket will receive a 'timeout' event but the connection will not be severed.
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The user must manually `end` or `destroy` the socket.
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If `timeout` is 0, then the existing idle timeout is disabled.
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The optional `callback` parameter will be added as a one time listener for the 'timeout' event.
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**/
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function setTimeout(timeout:Int, ?callback:Void->Void):Void;
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/**
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Disables the Nagle algorithm.
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By default TCP connections use the Nagle algorithm, they buffer data before sending it off.
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Setting true for `noDelay` will immediately fire off data each time `write` is called.
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`noDelay` defaults to true.
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**/
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function setNoDelay(?noDelay:Bool):Void;
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/**
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Enable/disable keep-alive functionality, and optionally set the initial delay
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before the first keepalive probe is sent on an idle socket.
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`enable` defaults to false.
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Set `initialDelay` (in milliseconds) to set the delay between the last data packet received and
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the first keepalive probe.
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Setting 0 for `initialDelay` will leave the value unchanged from the default (or previous) setting.
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Defaults to 0.
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**/
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@:overload(function(?initialDelay:Int):Void {})
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function setKeepAlive(enable:Bool, ?initialDelay:Int):Void;
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/**
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Returns the bound address, the address family name and port of the socket as reported by the operating system.
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**/
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function address():SocketAdress;
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/**
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Calling `unref` on a socket will allow the program to exit if this is the only active socket in the event system.
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If the socket is already `unref`d calling `unref` again will have no effect.
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**/
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function unref():Socket;
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/**
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Opposite of `unref`, calling `ref` on a previously `unref`d socket will not let the program exit
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if it's the only socket left (the default behavior).
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If the socket is `ref`d calling `ref` again will have no effect.
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**/
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function ref():Socket;
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/**
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The string representation of the remote IP address.
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For example, '74.125.127.100' or '2001:4860:a005::68'.
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**/
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var remoteAddress(default, null):String;
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/**
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The string representation of the remote IP family.
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'IPv4' or 'IPv6'.
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**/
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var remoteFamily(default, null):SocketAdressFamily;
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/**
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The numeric representation of the remote port. For example, 80 or 21.
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**/
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var remotePort(default, null):Int;
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/**
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The string representation of the local IP address the remote client is connecting on.
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For example, if you are listening on '0.0.0.0' and the client connects on '192.168.1.1',
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the value would be '192.168.1.1'.
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**/
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var localAddress(default, null):String;
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/**
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The numeric representation of the local port. For example, 80 or 21.
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**/
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var localPort(default, null):Int;
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/**
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The amount of received bytes.
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**/
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var bytesRead(default, null):Int;
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/**
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The amount of bytes sent.
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**/
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var bytesWritten(default, null):Int;
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/**
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Always true for TLSSocket instances.
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May be used to distinguish TLS sockets from regular ones.
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**/
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var encrypted(default, null):Bool;
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}
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