refactor: Heavy refactoring of SPIT
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#pragma once
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#include "Task.hpp"
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#include "esp_log.h"
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#include "esp_netif.h"
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#include <arpa/inet.h>
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#include <fcntl.h>
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#include <netdb.h>
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#include <sys/socket.h>
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#include <unistd.h>
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using namespace std;
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namespace spit {
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/** Returns an guid */
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string createGUID();
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/** Returns the name of the client's host computer*/
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string getClientHostName();
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class ISocket {
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public:
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/**
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* IpAddress class is used to fetch all available IP addresses of the computer
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* This is for internal usage
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*/
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struct IpAddress {
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public:
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IpAddress(const string &iPAddress, const string &subnetMask)
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: mIpAddress(iPAddress), mSubnetMask(subnetMask) {}
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const string mIpAddress;
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const string mSubnetMask;
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/**
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* Calculates the broadcast address from a ip4 address
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* @param iPAddress the ip4 address
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* @return returns the broadcast address
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*/
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string getBroadcastIP4() const {
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struct in_addr broadcast;
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unsigned long ipAddress;
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unsigned long subnetMask;
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ipAddress = inet_addr(mIpAddress.data());
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subnetMask = inet_addr(mSubnetMask.data());
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broadcast.s_addr = ipAddress | ~subnetMask;
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return inet_ntoa(broadcast);
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}
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};
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const IpAddress mOwnIp;
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ISocket(IpAddress ip)
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: mOwnIp(ip) {}
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virtual int sendMessage(const char *message, int length) = 0;
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virtual int receiveMessage(char *bu1ffer, int bufferLength, string *serverIp) const =0;
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virtual void setConnectionParams(const string &serverIp, const string &serverPort, const string &clientIp, const string &clientPort) =0;
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virtual int bindSocket(string clientIp, string clientPort) =0;
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virtual int setBroadcast(bool broadcast) const =0;
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virtual int sendMessageTo(const string &ip, const string &port, const char *message, int msgLength) =0;
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bool getIsBound() const { return mIsBound; }
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protected:
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bool mIsBound{};
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};
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class Socket : public ISocket {
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public:
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static const int FAMILY_IP4 = AF_INET;
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static IpAddress getAdaptersInfo();
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bool createSocketUdp();
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static const int INVALID_SOCKET = -1;
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private:
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int mUdpSocketIp4;
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public:
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//-------- class --------------
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Socket(IpAddress ip) : ISocket(ip) {
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mUdpSocketIp4 = INVALID_SOCKET;
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createSocketUdp();
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}
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virtual ~Socket() {
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ESP_LOGD("UDP", "Shutting down ...");
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if (mUdpSocketIp4 != INVALID_SOCKET) {
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shutdown(mUdpSocketIp4, 2);
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close(mUdpSocketIp4);
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mUdpSocketIp4 = INVALID_SOCKET;
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}
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fos::Task::delayMs(100);
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mIsBound = false;
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}
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private:
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string mServerIP{};
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string mServerPort{};
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string mClientIp{};
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string mClientPort{}; // port given by the user maybe "0"
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string mBoundClientPort{}; // port set after bind
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public:
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// Sets the ip address and port for server and client.
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void setConnectionParams(const string &serverIp, const string &serverPort, const string &clientIp, const string &clientPort) override {
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mServerIP = serverIp;
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mServerPort = serverPort;
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mClientIp = clientIp;
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mClientPort = clientPort;
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}
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/**
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* Send a message to the server as set by setConnectionParams
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* @param message byte buffer containing the message
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* @param length length of the message
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* @return
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*/
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int sendMessage(const char *message, int length) override {
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if (mServerPort.length() <= 0) {
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return -1;
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}
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if (mIsBound == false) {
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return -1;
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}
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int intResult = sendMessageTo(mServerIP, mServerPort, message, length);
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return intResult;
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}
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int receiveMessage(char *bu1ffer, int bufferLength, string *serverIp) const override;
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int setBroadcast(bool broadcast) const override;
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int bindSocket(string clientIp, string clientPort) override;
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int sendMessageTo(const string &ip, const string &port, const char *message, int msgLength) override;
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string getServerIP() const { return mServerIP; }
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string getServerPort() const { return mServerPort; }
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string getClientIP() const { return mClientIp; }
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string getClientPort() const { return mClientPort; }
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string getBoundClientPort() const { return mBoundClientPort; }
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void setBoundClientPort(const string &port) { mBoundClientPort = port; }
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void setIsBound(bool isBound) { mIsBound = isBound; }
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private:
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};
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}
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