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hfossli committed Sep 29, 2015
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196 changes: 196 additions & 0 deletions API.md
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## API
### *Overview*
There're just 3 roles in this library - `socket`,`client` and `message`.

`client` is for physical connection while `socket` is for "namespace"(which is like a logical channel), which means one `socket` paired with one namespace, and one `client` paired with one physical connection.

Since a physical connection can have multiple namespaces (which is called multiplex), a `client` object may have multiple `socket` objects, each is bind to a distinct `namespace`.

Use `client` to setup the connection to the server, manange the connection status, also session id for the connection.

Use `socket` to send messages under namespace and receives messages in the namespace, also handle special types of message.

The `message` is just about the content you want to send, with text,binary or structured combinations.

### *Socket*
#### Constructors
Sockets are all managed by `client`, no public constructors.

You can get it's pointer by `client.socket(namespace)`.

#### Event Emitter
`void emit(std::string const& name, message::list const& msglist, std::function<void (message::ptr const&)> const& ack)`

Universal event emition interface, by applying implicit conversion magic, it is backward compatible with all previous `emit` interfaces.

#### Event Bindings
`void on(std::string const& event_name,event_listener const& func)`

`void on(std::string const& event_name,event_listener_aux const& func)`

Bind a callback to specified event name. Same as `socket.on()` function in JS, `event_listener` is for full content event object,`event_listener_aux` is for convinience.

`void off(std::string const& event_name)`

Unbind the event callback with specified name.

`void off_all()`

Clear all event bindings (not including the error listener).

`void on_error(error_listener const& l)`

Bind the error handler for socket.io error messages.

`void off_error()`

Unbind the error handler.

```C++
//event object:
class event
{
public:
const std::string& get_nsp() const;

const std::string& get_name() const;

const message::ptr& get_message() const;

bool need_ack() const;

void put_ack_message(message::ptr const& ack_message);

message::ptr const& get_ack_message() const;
...
};
//event listener declare:
typedef std::function<void(const std::string& name,message::ptr const& message,bool need_ack, message::ptr& ack_message)> event_listener_aux;

typedef std::function<void(event& event)> event_listener;

typedef std::function<void(message::ptr const& message)> error_listener;

```

#### Connect and close socket
`connect` will happen for existing `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.

#### Get name of namespace
`std::string const& get_namespace() const`

Get current namespace name which the client is inside.

### *Client*
#### Constructors
`client()` default constructor.

#### Connection Listeners
`void set_open_listener(con_listener const& l)`

Call when websocket is open, especially means good connectivity.

`void set_fail_listener(con_listener const& l)`

Call when failed in connecting.

`void set_close_listener(close_listener const& l)`

Call when closed or drop. See `client::close_reason`

```C++
//connection listener declare:
enum close_reason
{
close_reason_normal,
close_reason_drop
};
typedef std::function<void(void)> con_listener;

typedef std::function<void(close_reason const& reason)> close_listener;
```
#### Socket listeners
`void set_socket_open_listener(socket_listener const& l)`

Set listener for socket connect event, called when any sockets being ready to send message.

`void set_socket_close_listener(socket_listener const& l)`

Set listener for socket close event, called when any sockets being closed, afterward, corresponding `socket` object will be cleared from client.

```C++
//socket_listener declare:
typedef std::function<void(std::string const& nsp)> socket_listener;
```

#### Connect and Close
`void connect(const std::string& uri)`

Connect to socket.io server, eg. `client.connect("ws://localhost:3000");`

`void close()`

Close the client, return immediately.

`void sync_close()`

Close the client, return until it is really closed.

`bool opened() const`

Check if client's connection is opened.

#### Transparent reconnecting
`void set_reconnect_attempts(int attempts)`

Set max reconnect attempts, set to 0 to disable transparent reconnecting.

`void set_reconnect_delay(unsigned millis)`

Set minimum delay for reconnecting, this is the delay for 1st reconnecting attempt,
then the delay duration grows by attempts made.

`void set_reconnect_delay_max(unsigned millis)`

Set maximum delay for reconnecting.

`void set_reconnecting_listener(con_listener const& l)`

Set listener for reconnecting is in process.

`void set_reconnect_listener(reconnect_listener const& l)`

Set listener for reconnecting event, called once a delayed connecting is scheduled.

#### Namespace
`socket::ptr socket(std::string const& nsp)`

Get a pointer to a socket which is paired with the specified namespace.

#### Session ID
`std::string const& get_sessionid() const`

Get socket.io session id.

### *Message*
`message` Base class of all message object.

`int_message` message contains a 64-bit integer.

`double_message` message contains a double.

`string_message` message contains a string.

`array_message` message contains a `vector<message::ptr>`.

`object_message` message contains a `map<string,message::ptr>`.

`message::ptr` pointer to `message` object, it will be one of its derived classes, judge by `message.get_flag()`.

All designated constructor of `message` objects is hidden, you need to create message and get the `message::ptr` by `[derived]_message:create()`.
21 changes: 21 additions & 0 deletions BOOST.md
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## Boost setup

1. Download boost from [boost.org](http://www.boost.org/).
1. Unpack boost to some place.
1. Run either .\bootstrap.bat (on Windows), or ./bootstrap.sh (on other operating systems) under boost folder.

## Boost build (Build the necessary subset only)

#### Windows (or other mainstream desktop platforms shall work too):
Run with following script will build the necessary subset:

```bash
bjam install --prefix="<your boost install folder>" --with-system --with-date_time --with-random link=static runtime-link=shared threading=multi
```
Optionally You can merge all output .lib files into a fat one,especially if you're not using cmake.

In output folder, run:

```bash
lib.exe /OUT:boost.lib *
```
48 changes: 48 additions & 0 deletions INSTALL.md
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## Install

### With CMake
1. Install boost, see [Boost setup](#boost_setup) section.
2. Use `git clone --recurse-submodules https://github.com/socketio/socket.io-client-cpp.git` to clone your local repo.
3. Run `cmake -DBOOST_ROOT:STRING=<your boost install folder> -DBOOST_VER:STRING=<your boost version> ./`
4. Run `make install`(if makefile generated) or open generated project (if project file generated) to build.
5. Outputs is under `./build`, link with the all static libs under `./build/lib` and include headers under `./build/include` in your client code where you want to use it.

* If you're using boost without install,you can specify `boost include dir` and `boost lib dir` separately by:
```bash
cmake
-DBOOST_INCLUDEDIR=<your boost include folder>
-DBOOST_LIBRARYDIR=<your boost lib folder>
-DBOOST_VER:STRING=<your boost version>
./
```
* CMake didn't allow merging static libraries,but they're all copied to `./build/lib`, you can DIY if you like.

### Without CMake
1. Install boost, see [Boost setup](#boost_setup) section.
2. Use `git clone --recurse-submodules https://github.com/socketio/socket.io-client-cpp.git` to clone your local repo.
3. Add `<your boost install folder>/include`,`./lib/websocketpp` and `./lib/rapidjson/include` to headers search path.
4. Include all files under `./src` in your project, add `sio_client.cpp`,`sio_socket.cpp`,`internal/sio_client_impl.cpp`, `internal/sio_packet.cpp` to source list.
5. Add `<your boost install folder>/lib` to library search path, add `boost.lib`(Win32) or `-lboost`(Other) link option.
6. Include `sio_client.h` in your client code where you want to use it.

## Boost setup

1. Download boost from [boost.org](http://www.boost.org/).
1. Unpack boost to some place.
1. Run either .\bootstrap.bat (on Windows), or ./bootstrap.sh (on other operating systems) under boost folder.

## Boost build (Build the necessary subset only)
Windows (or other mainstream desktop platforms shall work too):

The following script will build the necessary subset:

```bash
bjam install --prefix="<your boost install folder>" --with-system --with-date_time --with-random link=static runtime-link=shared threading=multi
```
Optionally You can merge all output .lib files into a fat one, especially if you're not using cmake.

In output folder, run:

```bash
lib.exe /OUT:boost.lib *
```
33 changes: 33 additions & 0 deletions INSTALL_IOS.md
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## iOS

### Option 1: Cocoapods

```
pod 'SocketIO-Client-CPP'
```

### Option 2: Create a static library

1. Create a static library
1. Copy the header files into xcode

Use the static libraries generated by the example project [iOS example project](examples/iOS)

Create one for
- release iphoneos
- release simulator
- debug iphoneos
- debug simulator

Join the debug libraries and the release libraries with e.g.
```
libtool -static -o libUniversalRelease.a Release-iphoneos/libsioclient.a Release-iphonesimulator/libsioclient.a
libtool -static -o libUniversalDebug.a Debug-iphoneos/libsioclient.a Debug-iphonesimulator/libsioclient.a
```


### Option 3: Manual integration

Use this [shell](https://gist.github.com/melode11/a90114a2abf009ca22ea) to download and build boost completely automattically. It installs boost to `<shell folder>/prefix`.

See the [iOS example project](examples/iOS) for how to integrate the rest.
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