verdnatura-chat/ios/Pods/CocoaAsyncSocket/Source/GCD/GCDAsyncUdpSocket.h

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Merge beta into master (#2143) * [FIX] Messages being sent but showing as temp status (#1469) * [FIX] Missing messages after reconnect (#1470) * [FIX] Few fixes on themes (#1477) * [I18N] Missing German translations (#1465) * Missing German translation * adding a missing space behind colon * added a missing space after colon * and another attempt to finally fix this – got confused by all the branches * some smaller fixes for the translation * better wording * fixed another typo * [FIX] Crash while displaying the attached image with http on file name (#1401) * [IMPROVEMENT] Tap app and server version to copy to clipboard (#1425) * [NEW] Reply notification (#1448) * [FIX] Incorrect background color login on iPad (#1480) * [FIX] Prevent multiple tap on send (Share Extension) (#1481) * [NEW] Image Viewer (#1479) * [DOCS] Update Readme (#1485) * [FIX] Jitsi with Hermes Enabled (#1523) * [FIX] Draft messages not working with themed Messagebox (#1525) * [FIX] Go to direct message from members list (#1519) * [FIX] Make SAML wait for idp token instead of creating it on client (#1527) * [FIX] Server Test Push Notification (#1508) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [CHORE] Update to new server response (#1509) * [FIX] Insert messages with blank users (#1529) * Bump version to 4.2.1 (#1530) * [FIX] Error when normalizing empty messages (#1532) * [REGRESSION] CAS (#1570) * Bump version to 4.2.2 (#1571) * [FIX] Add username block condition to prevent error (#1585) * Bump version to 4.2.3 * Bump version to 4.2.4 * Bump version to 4.3.0 (#1630) * [FIX] Channels doesn't load (#1586) * [FIX] Channels doesn't load * [FIX] Update roomsUpdatedAt when subscriptions.length is 0 * [FIX] Remove unnecessary changes * [FIX] Improve the code Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Make SAML to work on Rocket.Chat < 2.3.0 (#1629) * [NEW] Invite links (#1534) * [FIX] Set the http-agent to the form that Rocket.Chat requires for logging (#1482) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] "Following thread" and "Unfollowed Thread" is hardcoded and not translated (#1625) * [FIX] Disable reset button if form didn't changed (#1569) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Header title of RoomInfoView (#1553) * [I18N] Gallery Permissions DE (#1542) * [FIX] Not allow to send messages to archived room (#1623) * [FIX] Profile fields automatically reset (#1502) * [FIX] Show attachment on ThreadMessagesView (#1493) * [NEW] Wordpress auth (#1633) * [CHORE] Add Start Packager script (#1639) * [CHORE] Update RN to 0.61.5 (#1638) * [CHORE] Update RN to 0.61.5 * [CHORE] Update react-native patch Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * Bump version to 4.3.1 (#1641) * [FIX] Change force logout rule (#1640) * Bump version to 4.4.0 (#1643) * [IMPROVEMENT] Use MessagingStyle on Android Notification (#1575) * [NEW] Request review (#1627) * [NEW] Pull to refresh RoomView (#1657) * [FIX] Unsubscribe from room (#1655) * [FIX] Server with subdirs (#1646) * [NEW] Clear cache (#1660) * [IMPROVEMENT] Memoize and batch subscriptions updates (#1642) * [FIX] Disallow empty sharing (#1664) * [REGRESSION] Use HTTPS links for sharing and markets protocol for review (#1663) * [FIX] In some cases, share extension doesn't load images (#1649) * [i18n] DE translations for new invite function and some minor fixes (#1631) * [FIX] Remove duplicate jetify step (#1628) minor: also remove 'cd' calls Co-authored-by: Diego Mello <diegolmello@gmail.com> * [REGRESSION] Read messages (#1666) * [i18n] German translations missing (#1670) * [FIX] Notifications crash on older Android Versions (#1672) * [i18n] Added Dutch translation (#1676) * [NEW] Omnichannel Beta (#1674) * [NEW] Confirm logout/clear cache (#1688) * [I18N] Add es-ES language (#1495) * [NEW] UiKit Beta (#1497) * [IMPROVEMENT] Use reselect (#1696) * [FIX] Notification in Android API level less than 24 (#1692) * [IMPROVEMENT] Send tmid on slash commands and media (#1698) * [FIX] Unhandled action on UIKit (#1703) * [NEW] Pull to refresh RoomsList (#1701) * [IMPROVEMENT] Reset app when language is changed (#1702) * [FIX] Small fixes on UIKit (#1709) * [FIX] Spotlight (#1719) * [CHORE] Update react-native-image-crop-picker (#1712) * [FIX] Messages Overlapping (Android) and MessageBox Scroll (iOS) (#1720) * [REGRESSION] Remove @ and # from mention (#1721) * [NEW] Direct message from user info (#1516) * [FIX] Delete slash commands (#1723) * [IMPROVEMENT] Hold URL to copy (#1684) * [FIX] Different sourcemaps generation for Hermes (#1724) * [FIX] Different sourcemaps generation for Hermes * Upload sourcemaps after build * [REVERT] Show emoji keyboard on Android (#1738) * [FIX] Stop logging react-native-image-crop-picker (#1745) * [FIX] Prevent toast ref error (#1744) * [FIX] Prevent reaction map error (#1743) * [FIX] Add missing calls to user info (#1741) * [FIX] Catch room unsubscribe error (#1739) * [i18n] Missing German keys (#1735) * [FIX] Missing i18n on MessagesView title (#1733) * [FIX] UIKit Modal: Weird behavior on Android Tablet (#1742) * [i18n] Missing key on German (#1747) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [i18n] Add Italian (#1736) * [CHORE] Memory leaks investigation (#1675) * [IMPROVEMENT] Alert verify email when enabled (#1725) * [NEW] Jitsi JWT added to URL (#1746) * [FIX] UIKit submit when connection lost (#1748) * Bump version to 4.5.0 (#1761) * [NEW] Default browser (#1752) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] HTTP Basic Auth (#1753) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Honor profile fields edit settings (#1687) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Room announcements (#1726) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Honor Register/Login settings (#1727) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Make links clickable on Room Info (#1730) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [NEW] Hide system messages (#1755) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Honor "Message_AudioRecorderEnabled" (#1764) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [i18n] Missing de keys (#1765) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Redirect user to SetUsernameView (#1728) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Join Room (#1769) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Accept all media types using * (#1770) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Use RealName when necessary (#1758) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Markdown Line Break (#1783) * [IMPROVEMENT] Remove useMarkdown (#1774) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Open browser rather than webview on Create Workspace (#1788) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Markdown perf (#1796) * [FIX] Stop video when modal is closed (#1787) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Hide reply notification action when there are missing data (#1771) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [i18n] Added Japanese translation (#1781) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Reset password error message (#1772) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Close tablet modal (#1773) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Setting not present (#1775) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Thread header (#1776) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Keyboard tracking loses input ref (#1784) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [NEW] Mark message as unread (#1785) Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [IMPROVEMENT] Log server version (#1786) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Add loading message on long running tasks (#1798) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [CHORE] Switch Apple account on Fastlane (#1810) * [FIX] Watermelon throwing "Cannot update a record with pending updates" (#1754) * [FIX] Detox tests (#1790) * [CHORE] Use markdown preview on RoomView Header (#1807) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] LoginSignup blink services (#1809) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Request user presence on demand (#1813) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Remove all invited users when create a channel (#1814) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Pop from room which you have been removed (#1819) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Room Info styles (#1820) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [i18n] Add missing German keys (#1800) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Empty mentions for @all and @here when real name is enabled (#1822) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [TESTS] Markdown added to Storybook (#1812) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [REGRESSION] Room View header title (#1827) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Storybook snapshots (#1831) Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [FIX] Mentions (#1829) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Thread message not found (#1830) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Separate delete and remove channel (#1832) * Rename to delete room * Separate delete and remove channel * handleRemoved -> handleRoomRemoved * [FIX] Navigate to RoomsList & Handle tablet case Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [NEW] Filter system messages per room (#1815) Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] e2e tests (#1838) * [FIX] Consecutive clear cache calls freezing app (#1851) * Bump version to 4.5.1 (#1853) * [FIX][iOS] Ignore silent mode on audio player (#1862) * [IMPROVEMENT] Create App Group property on Info.plist (#1858) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Make username clickable on message (#1618) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Show proper error message on profile (#1768) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Show toast when a message is starred/unstarred (#1616) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Incorrect size params to avatar endpoint (#1875) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Remove unrecognized emoji flags on android (#1887) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Remove react-native global installs (#1886) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Emojis transparent on android (#1881) Co-authored-by: Diego Mello <diegolmello@gmail.com> * Bump acorn from 5.7.3 to 5.7.4 (#1876) Bumps [acorn](https://github.com/acornjs/acorn) from 5.7.3 to 5.7.4. - [Release notes](https://github.com/acornjs/acorn/releases) - [Commits](https://github.com/acornjs/acorn/compare/5.7.3...5.7.4) Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * Bump version to 4.6.0 (#1911) * [FIX] Encode Image URI (#1909) * [FIX] Encode Image URI * [FIX] Check if Image is Valid Co-authored-by: Diego Mello <diegolmello@gmail.com> * [NEW] Adaptive Icons (#1904) * Remove unnecessary stuff from debug build * Adaptive icon for experimental app * [FIX] Stop showing message on leave channel (#1896) * [FIX] Leave room don't show 'was removed' message * [FIX] Remove duplicated code Co-authored-by: Diego Mello <diegolmello@gmail.com> * [i18n] Added missing German translations(#1900) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Linkedin OAuth login (#1913) * [CHORE] Fix typo in CreateChannel View (#1930) * [FIX] Respect protocol in HTTP Auth IPs (#1933) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Use new LinkedIn OAuth url (#1935) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [CHORE] Use storyboard on splash screen (#1939) * Update react-native-bootsplash * iOS * Fix android * [FIX] Check if avatar exists before create Icon (#1927) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Ignore self typing event (#1950) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Change default directory listing to Users (#1948) * fix: change default directory listing to Users * follow server settings * Fix state to props Co-authored-by: Diego Mello <diegolmello@gmail.com> * [NEW] Onboarding layout (#1954) * Onboarding texts * OnboardingView * FormContainer * Minor fixes * NewServerView * Remove code * Refactor * WorkspaceView * Stash * Login with email working * Login with * Join open * Revert "Login with" This reverts commit d05dc507d2e9a2db76d433b9b1f62192eba35dbd. * Fix create account styles * Register * Refactor * LoginServices component * Refactor * Multiple servers * Remove native images * Refactor styles * Fix testid * Fix add server on tablet * i18n * Fix close modal * Fix TOTP * [FIX] Registration disabled * [FIX] Login Services separator * Fix logos * Fix AppVersion name * I18n * Minor fixes * [FIX] Custom Fields Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [NEW] Create discussions (#1942) * [WIP][NEW] Create Discussion * [FIX] Clear multiselect & Translations * [NEW] Create Discussion at MessageActions * [NEW] Disabled Multiselect * [FIX] Initial channel * [NEW] Create discussion on MessageBox Actions * [FIX] Crashing on edit name * [IMPROVEMENT] New message layout * [CHORE] Update README * [NEW] Avatars on MultiSelect * [FIX] Select Users * [FIX] Add redirect and Handle tablet * [IMPROVEMENT] Split CreateDiscussionView * [FIX] Create a discussion inner discussion * [FIX] Create a discussion * [I18N] Add pt-br * Change icons * [FIX] Nav to discussion & header title * Fix header Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Load messages (#1910) * Create updateLastOpen param on readMessages * Remove InteractionManager from load messages * [NEW] Custom Status (#1811) * [NEW] Custom Status * [FIX] Subscribe to changes * [FIX] Improve code using Banner component * [IMPROVEMENT] Toggle modal * [NEW] Edit custom status from Sidebar * [FIX] Modal when tablet * [FIX] Styles * [FIX] Switch to react-native-promp-android * [FIX] Custom Status UI * [TESTS] E2E Custom Status * Fix banner * Fix banner * Fix subtitle * status text * Fix topic header * Fix RoomActionsView topic * Fix header alignment on Android * [FIX] RoomInfo crashes when without statusText * [FIX] Use users.setStatus * [FIX] Remove customStatus of ProfileView * [FIX] Room View Thread Header Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] UI issues of Create Discussion View (#1965) * [NEW] Direct Message between multiple users (#1958) * [WIP] DM between multiple users * [WIP][NEW] Create new DM between multiple users * [IMPROVEMENT] Improve createChannel Sagas * [IMPROVEMENT] Selected Users view * [IMPROVEMENT] Room Actions of Group DM * [NEW] Create new DM between multiple users * [NEW] Group DM avatar * [FIX] Directory border * [IMPROVEMENT] Use isGroupChat * [CHORE] Remove legacy getRoomMemberId * [NEW] RoomTypeIcon * [FIX] No use legacy method on RoomInfoView * [FIX] Blink header when create new DM * [FIX] Only show create direct message option when allowed * [FIX] RoomInfoView * pt-BR * Few fixes * Create button name * Show create button only after a user is selected * Fix max users issues Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Add server and hide login (#1968) * Navigate to new server workspace from ServerDropdown if there's no token * Hide login button based on login services and Accounts_ShowFormLogin setting * [FIX] Lint Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [FIX] MultiSelect Keyboard behavior (Android) (#1969) * fixed-modal-position * made-changes Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [FIX] Bottom border style on DirectoryView (#1963) * [FIX] Border style * [FIX] Refactoring * [FIX] fix color of border * Undo Co-authored-by: Aroo <azhaubassar@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Clear settings on server change (#1967) * [FIX] Deeplinking without RoomId (#1925) * [FIX] Deeplinking without rid * [FIX] Join channel * [FIX] Deep linking without rid * Update app/lib/methods/canOpenRoom.js Co-authored-by: Diego Mello <diegolmello@gmail.com> * [NEW] Two Factor authentication via email (#1961) * First api call working * [NEW] REST API Post wrapper 2FA * [NEW] Send 2FA on Email * [I18n] Add translations * [NEW] Translations & Cancel totp * [CHORE] Totp -> TwoFactor * [NEW] Two Factor by email * [NEW] Tablet Support * [FIX] Text colors * [NEW] Password 2fa * [FIX] Encrypt password on 2FA * [NEW] MethodCall2FA * [FIX] Password fallback * [FIX] Wrap all post/methodCall with 2fa * [FIX] Wrap missed function * few fixes * [FIX] Use new TOTP on Login * [improvement] 2fa methodCall Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [FIX] Correct message for manual approval user Registration (#1906) * [FIX] Correct message for manual approval from admin shown on Registeration * lint fix - added semicolon * Updated the translations * [FIX] Translations * i18n to match server Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Direct Message between multiple users REST (#1974) * [FIX] Investigate app losing connection issues (#1890) * [WIP] Reopen without timeOut & ping with 5 sec & Fix Unsubscribe * [FIX] Remove duplicated close * [FIX] Use no-dist lib * [FIX] Try minor fix * [FIX] Try reopen connection when app was put on foreground * [FIX] Remove timeout * [FIX] Build * [FIX] Patch * [FIX] Snapshot * [IMPROVEMENT] Decrease time to reopen * [FIX] Some fixes * [FIX] Update sdk version * [FIX] Subscribe Room Once * [CHORE] Update sdk * [FIX] Subscribe Room * [FIX] Try to resend missed subs * [FIX] Users never show status when start app without network * [FIX] Subscribe to room * [FIX] Multiple servers * [CHORE] Update SDK * [FIX] Don't duplicate streams on subscribeAll * [FIX] Server version when start the app offline * [FIX] Server version cached * [CHORE] Remove unnecessary code * [FIX] Offline server version * [FIX] Subscribe before connect * [FIX] Remove unncessary props * [FIX] Update sdk * [FIX] User status & Unsubscribe Typing * [FIX] Typing at incorrect room * [FIX] Multiple Servers * [CHORE] Update SDK * [REVERT] Undo some changes on SDK * [CHORE] Update sdk to prevent incorrect subscribes * [FIX] Prevent no reconnect * [FIX] Remove close on open * [FIX] Clear typing when disconnect/connect to SDK * [CHORE] Update SDK * [CHORE] Update SDK * Update SDK * fix merge develop Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Single message thread inserting thread without rid (#1999) * [FIX] ThreadMessagesView crashing on load (#1997) * [FIX] Saml (#1996) * [FIX] SAML incorrect close * [FIX] Pathname Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Change user own status (#1995) * [FIX] Change user own status * [IMPROVEMENT] Set activeUsers Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Loading all updated rooms after app resume (#1998) * [FIX] Loading all updated rooms after app resume * Fix room date on RoomItem Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Change notifications preferences (#2000) * [FIX] Change notifications preferences * [IMPROVEMENT] Picker View * [I18N] Translations * [FIX] Picker Selection * [FIX] List border * [FIX] Prevent crash * [FIX] Not-Pref tablet * [FIX] Use same style of LanguageView * [IMPROVEMENT] Send listItem title Co-authored-by: Diego Mello <diegolmello@gmail.com> * Bump version to 4.6.1 (#2001) * [FIX] DM header blink (#2011) * [FIX] Split get settings into two requests (#2017) * [FIX] Split get settings into two requests * [FIX] Clear settings only when change server * [IMPROVEMENT] Move the way to clear settings * [REVERT] Revert some changes * [FIX] Server Icon Co-authored-by: Diego Mello <diegolmello@gmail.com> * [REGRESSION] Invite Links (#2007) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Read only channel/broadcast (#1951) * [FIX] Read only channel/broadcast * [FIX] Roles missing * [FIX] Check roles to readOnly * [FIX] Can post * [FIX] Respect post-readonly permission * [FIX] Search a room readOnly Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Cas auth (#2024) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Login TOTP Compatibility to older servers (#2018) * [FIX] Login TOTP Compatibility to older servers * [FIX] Android crashes if use double negation Co-authored-by: Diego Mello <diegolmello@gmail.com> * Bump version to 4.6.4 (#2029) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Lint (#2030) * [FIX] UIKit with only one block (#2022) * [FIX] Message with only one block * [FIX] Update headers Co-authored-by: Diego Mello <diegolmello@gmail.com> * Bump version to 4.7.0 (#2035) * [FIX] Action Tint Color on Black theme (#2081) * [FIX] Prevent crash when thread is not found (#2080) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Prevent double click (#2079) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Show slash commands when disconnected (#2078) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Backhandler onboarding (#2077) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Respect UI_Allow_room_names_with_special_chars setting (#2076) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] RoomsList update sometimes isn't fired (#2071) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Stop inserting last message as message object from rooms stream if room is focused (#2069) * [IMPROVEMENT] No insert last message if the room is focused * fix discussion/threads Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Hide system messages (#2067) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Pending update (#2066) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Prevent crash when room.uids was not inserted yet (#2055) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FEATURE] Save video (#2063) * added-feature-save-video * fix sha256 Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Send totp-code to meteor call (#2050) * fixed-issue * removed-variable-name-errors * reverted-last-commit Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] MessageBox mention shouldn't show group DMs (#2049) * fixed-issue * [FIX] Filter users only if it's not a group chat Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] AttachmentView (Android)(Tablet) (#2047) * [fix]Tablet attachment View and Room Navigation * fix weird navigation and margin bottom Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Allow special chars in Filename (#2020) * fixed-filename-issue * improve Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Recorded audio on Android doesn't play on iOS (#2073) * react-native-video -> expo-av * remove react-native-video * Add audio mode * update mocks * [FIX] Loading bigger than play/pause Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Message Touchable (#2082) * [FIX] Avatar touchable * [IMPROVEMENT] onLongPress on all Message Touchables * [IMPROVEMENT] User & baseUrl on MessageContext * [FIX] Context Access * [FIX] BaseURL * Fix User Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] ReactionsModal (#2085) * [NEW] Delete Server (#1975) * [NEW] Delete server Co-authored-by: Bruno Dantas <oliveiradantas96@gmail.com> Co-authored-by: Calebe Rios <calebersmendes@gmail.com> * [FIX] Revert removed function Co-authored-by: Bruno Dantas <oliveiradantas96@gmail.com> Co-authored-by: Calebe Rios <calebersmendes@gmail.com> * pods * i18n * Revert "pods" This reverts commit 2854a1650538159aeeafe90fdb2118d12b76a82f. Co-authored-by: Bruno Dantas <oliveiradantas96@gmail.com> Co-authored-by: Calebe Rios <calebersmendes@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Change server while connecting/updating (#1981) * [IMPROVEMENT] Change server while connecting * [FIX] Not login/reconnect to previous server * [FIX] Abort all fetch while connecting * [FIX] Abort sdk fetch * [FIX] Patch-package * Add comments Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Keep screen awake while recording/playing some audio (#2089) * [IMPROVEMENT] Keep screen awake while recording/playing some audio * [FIX] Add expo-keep-awake mock * [FIX] UIKit crashing when UIKitModal receive update event (#2088) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Close announcement banner (#2064) * [NEW] Created new field in subscription table Signed-off-by: Ezequiel De Oliveira <ezequiel1de1oliveira@gmail.com> * [NEW] New field added to obeserver in room view Signed-off-by: Ezequiel De Oliveira <ezequiel1de1oliveira@gmail.com> * [NEW] Added icon and new design to banner Signed-off-by: Ezequiel De Oliveira <ezequiel1de1oliveira@gmail.com> * [NEW] Close banner function works Signed-off-by: Ezequiel De Oliveira <ezequiel1de1oliveira@gmail.com> * [IMPROVEMENT] closed banner status now update correctly Signed-off-by: Ezequiel De Oliveira <ezequiel1de1oliveira@gmail.com> * improve banner style Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * Update all dependencies (#2008) * Android RN 62 * First steps iOS * Second step iOS * iOS compiling * "New" build system * Finish iOS * Flipper * Update to RN 0.62.1 * expo libs * Hermes working * Fix lint * Fix android build * Patches * Dev patches * Patch WatermelonDB: https://github.com/Nozbe/WatermelonDB/pull/660 * Fix jitsi * Update several minors * Update dev minors and lint * react-native-keyboard-input * Few updates * device info * react-native-fast-image * Navigation bar color * react-native-picker-select * webview * reactotron-react-native * Watermelondb * RN 0.62.2 * Few updates * Fix selection * update gems * remove lib * finishing * tests * Use node 10 * Re-enable app bundle * iOS build * Update jitsi ios * [NEW] Passcode and biometric unlock (#2059) * Update expo libs * Configure expo-local-authentication * ScreenLockedView * Authenticate server change * Auth on app resume * localAuthentication util * Add servers.lastLocalAuthenticatedSession column * Save last session date on background * Use our own version of app state redux * Fix libs * Remove inactive * ScreenLockConfigView * Apply on saved data * Auto lock option label * Starting passcode * Basic passcode flow working * Change passcode * Check if biometry is enrolled * Use fork * Migration * Patch expo-local-authentication * Use async storage * Styling * Timer * Refactor * Lock orientation portrait when not on tablet * share extension * Deep linking * Share extension * Refactoring passcode * use state * Stash * Refactor * Change passcode * Animate dots on error * Matching passcodes * Shake * Remove lib * Delete button * Fade animation on modal * Refactoring * ItemInfo * I18n * I18n * Remove unnecessary prop * Save biometry column * Raise time to lock to 30 seconds * Vibrate on wrong confirmation passcode * Reset attempts and save last authentication on local passcode confirmation * Remove inline style * Save last auth * Fix header blink * Change function name * Fix android modal * Fix vibration permission * PasscodeEnter calls biometry * Passcode on the state * Biometry button on PasscodeEnter * Show whole passcode * Secure passcode * Save passcode with promise to prevent empty passcodes and immediately lock * Patch expo-local-authentication * I18n * Fix biometry being called every time * Blur screen on app inactive * Revert "Blur screen on app inactive" This reverts commit a4ce812934adcf6cf87eb1a92aec9283e2f26753. * Remove immediately because of how Activities work on Android * Pods * New layout * stash * Layout refactored * Fix icons * Force set passcode from server * Lint * Improve permission message * Forced passcode subtitle * Disable based on admin's choice * Require local authentication on login success * Refactor * Update tests * Update react-native-device-info to fix notch * Lint * Fix modal * Fix icons * Fix min auto lock time * Review * keep enabled on mobile * fix forced by admin when enable unlock with passcode * use DEFAULT_AUTO_LOCK when manual enable screenLock * fix check has passcode * request biometry on first password * reset auto time lock when disabled on server Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> * [FIX] Messages View (#2090) * [FIX] Messages View * [FIX] Opening PDF from Files View * [FIX] Audio * [FIX] SearchMessagesView Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Big names overflow (#2072) * [FIX] Big names overflow * [FIX] Message time Co-authored-by: devyaniChoubey <devyanichoubey16@gmail.com> * [FIX] Some alignments * fix user item overflow * some adjustments Co-authored-by: devyaniChoubey <devyanichoubey16@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Avatar of message as an emoji (#2038) * fixed-issue * removed-hardcoded-emoji * Merge develop * replaced markdown with emoji componenent * made-changes * use avatar onPress Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Diego Mello <diegolmello@gmail.com> * [NEW] Livechat (#2004) * [WIP][NEW] Livechat info/actions * [IMPROVEMENT] RoomActionsView * [NEW] Visitor Navigation * [NEW] Get Department REST * [FIX] Borders * [IMPROVEMENT] Refactor RoomInfo View * [FIX] Error while navigate from mention -> roomInfo * [NEW] Livechat Fields * [NEW] Close Livechat * [WIP] Forward livechat * [NEW] Return inquiry * [WIP] Comment when close livechat * [WIP] Improve roomInfo * [IMPROVEMENT] Forward room * [FIX] Department picker * [FIX] Picker without results * [FIX] Superfluous argument * [FIX] Check permissions on RoomActionsView * [FIX] Livechat permissions * [WIP] Show edit to livechat * [I18N] Add pt-br translations * [WIP] Livechat Info * [IMPROVEMENT] Livechat info * [WIP] Livechat Edit * [WIP] Livechat edit * [WIP] Livechat Edit * [WIP] Livechat edit scroll * [FIX] Edit customFields * [FIX] Clean livechat customField * [FIX] Visitor Navigation * [NEW] Next input logic LivechatEdit * [FIX] Add livechat data to subscription * [FIX] Revert change * [NEW] Livechat user Status * [WIP] Livechat tags * [NEW] Edit livechat tags * [FIX] Prevent some crashes * [FIX] Forward * [FIX] Return Livechat error * [FIX] Prevent livechat info crash * [IMPROVEMENT] Use input style on forward chat * OnboardingSeparator -> OrSeparator * [FIX] Go to next input * [NEW] Added some icons * [NEW] Livechat close * [NEW] Forward Room Action * [FIX] Livechat edit style * [FIX] Change status logic * [CHORE] Remove unnecessary logic * [CHORE] Remove unnecessary code * [CHORE] Remove unecessary case * [FIX] Superfluous argument * [IMPROVEMENT] Submit livechat edit * [CHORE] Remove textInput type * [FIX] Livechat edit * [FIX] Livechat Edit * [FIX] Use same effect * [IMPROVEMENT] Tags input * [FIX] Add empty tag * Fix minor issues * Fix typo * insert livechat room data to our room object * review * add method calls server version Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Delete Subs (#2091) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Android build (#2094) * [FIX] Blink header DM (#2093) * [FIX] Blink header DM * Remove query * [FIX] Push RoomInfoView * remove unnecessary try/catch * [FIX] RoomInfo > Message (Tablet) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Default biometry enabled (#2095) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [IMPROVEMENT] Enable navigating to a room from auth deep linking (#2115) * Wait for login success to navigate * Enable auth and room deep linking at the same time * [FIX] NewMessageView Press Item should open DM (#2116) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Roles throwing error (#2110) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Wait attach activity before changeNavigationBarColor (#2111) * [FIX] Wait attach activity before changeNavigationBarColor * Remove timeout and add try/catch Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] UIKit crash when some app send a list (#2117) * [FIX] StoryBook * [FIX] UIKit crash when some app send a list * [CHORE] Update snapshot * [CHORE] Remove token & id * [FIX] Change bar color while no activity attached (#2130) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Screen Lock options i18n (#2120) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [i18n] Added missing German translation strings (#2105) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Sometimes SDK is null when try to connect (#2131) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [FIX] Autocomplete position on Android (#2106) * [FIX] Autocomplete position on Android * [FIX] Set selection to 0 when needed Co-authored-by: Diego Mello <diegolmello@gmail.com> * Revert "[FIX] Autocomplete position on Android (#2106)" (#2136) This reverts commit e8c38d6f6f69ae396a4aae6e37336617da739a6d. * [FIX] Here and all mentions shouldn't refer to users (#2137) * [FIX] No send data to bugsnag if it's an aborted request (#2133) Co-authored-by: Diego Mello <diegolmello@gmail.com> * [TESTS] Update and separate E2E tests (#2126) * Tests passing until roomslist * create room * roominfo * change server * broadcast * profile * custom status * forgot password * working * room and onboarding * Tests separated * config.yml refactor * Revert "config.yml refactor" This reverts commit 0e984d3029e47612726bf199553f7abdf24843e5. * CI * lint * CI refactor * Onboarding tests * npx detox * Add all tests * Save brew cache * mac-env executor * detox-test command * Update readme * Remove folder * [FIX] Screen Lock Time respect local value (#2141) * [FIX] Screen Lock Time respect local value * [FIX] Enable biometry at the first passcode change Co-authored-by: phriedrich <info@phriedrich.de> Co-authored-by: Guilherme Siqueira <guilhersiqueira@gmail.com> Co-authored-by: Prateek Jain <44807945+Prateek93a@users.noreply.github.com> Co-authored-by: Djorkaeff Alexandre <djorkaeff.unb@gmail.com> Co-authored-by: Prateek Jain <prateek93a@gmail.com> Co-authored-by: devyaniChoubey <52153085+devyaniChoubey@users.noreply.github.com> Co-authored-by: Bernard Seow <ssbing99@gmail.com> Co-authored-by: Hiroki Ishiura <ishiura@ja2.so-net.ne.jp> Co-authored-by: Exordian <jakob.englisch@gmail.com> Co-authored-by: Daanchaam <daanhendriks97@gmail.com> Co-authored-by: Youssef Muhamad <emaildeyoussefmuhamad@gmail.com> Co-authored-by: Iván Álvarez <ialvarezpereira@gmail.com> Co-authored-by: Sarthak Pranesh <41206172+sarthakpranesh@users.noreply.github.com> Co-authored-by: Michele Pellegrini <pellettiero@users.noreply.github.com> Co-authored-by: Tanmoy Bhowmik <tanmoy.openroot@gmail.com> Co-authored-by: Hibikine Kage <14365761+hibikine@users.noreply.github.com> Co-authored-by: Ezequiel de Oliveira <ezequiel1de1oliveira@gmail.com> Co-authored-by: Neil Agarwal <neil@neilagarwal.me> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Govind Dixit <GOVINDDIXIT93@GMAIL.COM> Co-authored-by: Zhaubassarova Aruzhan <49000079+azhaubassar@users.noreply.github.com> Co-authored-by: Aroo <azhaubassar@gmail.com> Co-authored-by: Sarthak Pranesh <sarthak.pranesh2018@vitstudent.ac.in> Co-authored-by: Siddharth Padhi <padhisiddharth31@gmail.com> Co-authored-by: Bruno Dantas <oliveiradantas96@gmail.com> Co-authored-by: Calebe Rios <calebersmendes@gmail.com> Co-authored-by: devyaniChoubey <devyanichoubey16@gmail.com>
2020-05-25 20:54:27 +00:00
//
// GCDAsyncUdpSocket
//
// This class is in the public domain.
// Originally created by Robbie Hanson of Deusty LLC.
// Updated and maintained by Deusty LLC and the Apple development community.
//
// https://github.com/robbiehanson/CocoaAsyncSocket
//
#import <Foundation/Foundation.h>
#import <dispatch/dispatch.h>
#import <TargetConditionals.h>
#import <Availability.h>
NS_ASSUME_NONNULL_BEGIN
extern NSString *const GCDAsyncUdpSocketException;
extern NSString *const GCDAsyncUdpSocketErrorDomain;
extern NSString *const GCDAsyncUdpSocketQueueName;
extern NSString *const GCDAsyncUdpSocketThreadName;
typedef NS_ERROR_ENUM(GCDAsyncUdpSocketErrorDomain, GCDAsyncUdpSocketError) {
GCDAsyncUdpSocketNoError = 0, // Never used
GCDAsyncUdpSocketBadConfigError, // Invalid configuration
GCDAsyncUdpSocketBadParamError, // Invalid parameter was passed
GCDAsyncUdpSocketSendTimeoutError, // A send operation timed out
GCDAsyncUdpSocketClosedError, // The socket was closed
GCDAsyncUdpSocketOtherError, // Description provided in userInfo
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma mark -
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@class GCDAsyncUdpSocket;
@protocol GCDAsyncUdpSocketDelegate <NSObject>
@optional
/**
* By design, UDP is a connectionless protocol, and connecting is not needed.
* However, you may optionally choose to connect to a particular host for reasons
* outlined in the documentation for the various connect methods listed above.
*
* This method is called if one of the connect methods are invoked, and the connection is successful.
**/
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didConnectToAddress:(NSData *)address;
/**
* By design, UDP is a connectionless protocol, and connecting is not needed.
* However, you may optionally choose to connect to a particular host for reasons
* outlined in the documentation for the various connect methods listed above.
*
* This method is called if one of the connect methods are invoked, and the connection fails.
* This may happen, for example, if a domain name is given for the host and the domain name is unable to be resolved.
**/
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didNotConnect:(NSError * _Nullable)error;
/**
* Called when the datagram with the given tag has been sent.
**/
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didSendDataWithTag:(long)tag;
/**
* Called if an error occurs while trying to send a datagram.
* This could be due to a timeout, or something more serious such as the data being too large to fit in a sigle packet.
**/
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didNotSendDataWithTag:(long)tag dueToError:(NSError * _Nullable)error;
/**
* Called when the socket has received the requested datagram.
**/
- (void)udpSocket:(GCDAsyncUdpSocket *)sock didReceiveData:(NSData *)data
fromAddress:(NSData *)address
withFilterContext:(nullable id)filterContext;
/**
* Called when the socket is closed.
**/
- (void)udpSocketDidClose:(GCDAsyncUdpSocket *)sock withError:(NSError * _Nullable)error;
@end
/**
* You may optionally set a receive filter for the socket.
* A filter can provide several useful features:
*
* 1. Many times udp packets need to be parsed.
* Since the filter can run in its own independent queue, you can parallelize this parsing quite easily.
* The end result is a parallel socket io, datagram parsing, and packet processing.
*
* 2. Many times udp packets are discarded because they are duplicate/unneeded/unsolicited.
* The filter can prevent such packets from arriving at the delegate.
* And because the filter can run in its own independent queue, this doesn't slow down the delegate.
*
* - Since the udp protocol does not guarantee delivery, udp packets may be lost.
* Many protocols built atop udp thus provide various resend/re-request algorithms.
* This sometimes results in duplicate packets arriving.
* A filter may allow you to architect the duplicate detection code to run in parallel to normal processing.
*
* - Since the udp socket may be connectionless, its possible for unsolicited packets to arrive.
* Such packets need to be ignored.
*
* 3. Sometimes traffic shapers are needed to simulate real world environments.
* A filter allows you to write custom code to simulate such environments.
* The ability to code this yourself is especially helpful when your simulated environment
* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
* or the system tools to handle this aren't available (e.g. on a mobile device).
*
* @param data - The packet that was received.
* @param address - The address the data was received from.
* See utilities section for methods to extract info from address.
* @param context - Out parameter you may optionally set, which will then be passed to the delegate method.
* For example, filter block can parse the data and then,
* pass the parsed data to the delegate.
*
* @returns - YES if the received packet should be passed onto the delegate.
* NO if the received packet should be discarded, and not reported to the delegete.
*
* Example:
*
* GCDAsyncUdpSocketReceiveFilterBlock filter = ^BOOL (NSData *data, NSData *address, id *context) {
*
* MyProtocolMessage *msg = [MyProtocol parseMessage:data];
*
* *context = response;
* return (response != nil);
* };
* [udpSocket setReceiveFilter:filter withQueue:myParsingQueue];
*
**/
typedef BOOL (^GCDAsyncUdpSocketReceiveFilterBlock)(NSData *data, NSData *address, id __nullable * __nonnull context);
/**
* You may optionally set a send filter for the socket.
* A filter can provide several interesting possibilities:
*
* 1. Optional caching of resolved addresses for domain names.
* The cache could later be consulted, resulting in fewer system calls to getaddrinfo.
*
* 2. Reusable modules of code for bandwidth monitoring.
*
* 3. Sometimes traffic shapers are needed to simulate real world environments.
* A filter allows you to write custom code to simulate such environments.
* The ability to code this yourself is especially helpful when your simulated environment
* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
* or the system tools to handle this aren't available (e.g. on a mobile device).
*
* @param data - The packet that was received.
* @param address - The address the data was received from.
* See utilities section for methods to extract info from address.
* @param tag - The tag that was passed in the send method.
*
* @returns - YES if the packet should actually be sent over the socket.
* NO if the packet should be silently dropped (not sent over the socket).
*
* Regardless of the return value, the delegate will be informed that the packet was successfully sent.
*
**/
typedef BOOL (^GCDAsyncUdpSocketSendFilterBlock)(NSData *data, NSData *address, long tag);
@interface GCDAsyncUdpSocket : NSObject
/**
* GCDAsyncUdpSocket 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 its own socket queue.
* If you choose to provide a socket queue, the socket queue must not be a concurrent queue,
* then please see the discussion for the method markSocketQueueTargetQueue.
*
* The delegate queue and socket queue can optionally be the same.
**/
- (instancetype)init;
- (instancetype)initWithSocketQueue:(nullable dispatch_queue_t)sq;
- (instancetype)initWithDelegate:(nullable id<GCDAsyncUdpSocketDelegate>)aDelegate delegateQueue:(nullable dispatch_queue_t)dq;
- (instancetype)initWithDelegate:(nullable id<GCDAsyncUdpSocketDelegate>)aDelegate delegateQueue:(nullable dispatch_queue_t)dq socketQueue:(nullable dispatch_queue_t)sq NS_DESIGNATED_INITIALIZER;
#pragma mark Configuration
- (nullable id<GCDAsyncUdpSocketDelegate>)delegate;
- (void)setDelegate:(nullable id<GCDAsyncUdpSocketDelegate>)delegate;
- (void)synchronouslySetDelegate:(nullable id<GCDAsyncUdpSocketDelegate>)delegate;
- (nullable dispatch_queue_t)delegateQueue;
- (void)setDelegateQueue:(nullable dispatch_queue_t)delegateQueue;
- (void)synchronouslySetDelegateQueue:(nullable dispatch_queue_t)delegateQueue;
- (void)getDelegate:(id<GCDAsyncUdpSocketDelegate> __nullable * __nullable)delegatePtr delegateQueue:(dispatch_queue_t __nullable * __nullable)delegateQueuePtr;
- (void)setDelegate:(nullable id<GCDAsyncUdpSocketDelegate>)delegate delegateQueue:(nullable dispatch_queue_t)delegateQueue;
- (void)synchronouslySetDelegate:(nullable id<GCDAsyncUdpSocketDelegate>)delegate delegateQueue:(nullable dispatch_queue_t)delegateQueue;
/**
* By default, both IPv4 and IPv6 are enabled.
*
* This means GCDAsyncUdpSocket automatically supports both protocols,
* and can send to IPv4 or IPv6 addresses,
* as well as receive over IPv4 and IPv6.
*
* For operations that require DNS resolution, GCDAsyncUdpSocket supports both IPv4 and IPv6.
* If a DNS lookup returns only IPv4 results, GCDAsyncUdpSocket will automatically use IPv4.
* If a DNS lookup returns only IPv6 results, GCDAsyncUdpSocket will automatically use IPv6.
* If a DNS lookup returns both IPv4 and IPv6 results, then the protocol used depends on the configured preference.
* If IPv4 is preferred, then IPv4 is used.
* If IPv6 is preferred, then IPv6 is used.
* If neutral, then the first IP version in the resolved array will be used.
*
* Starting with Mac OS X 10.7 Lion and iOS 5, the default IP preference is neutral.
* On prior systems the default IP preference is IPv4.
**/
- (BOOL)isIPv4Enabled;
- (void)setIPv4Enabled:(BOOL)flag;
- (BOOL)isIPv6Enabled;
- (void)setIPv6Enabled:(BOOL)flag;
- (BOOL)isIPv4Preferred;
- (BOOL)isIPv6Preferred;
- (BOOL)isIPVersionNeutral;
- (void)setPreferIPv4;
- (void)setPreferIPv6;
- (void)setIPVersionNeutral;
/**
* Gets/Sets the maximum size of the buffer that will be allocated for receive operations.
* The default maximum size is 65535 bytes.
*
* The theoretical maximum size of any IPv4 UDP packet is UINT16_MAX = 65535.
* The theoretical maximum size of any IPv6 UDP packet is UINT32_MAX = 4294967295.
*
* Since the OS/GCD notifies us of the size of each received UDP packet,
* the actual allocated buffer size for each packet is exact.
* And in practice the size of UDP packets is generally much smaller than the max.
* Indeed most protocols will send and receive packets of only a few bytes,
* or will set a limit on the size of packets to prevent fragmentation in the IP layer.
*
* If you set the buffer size too small, the sockets API in the OS will silently discard
* any extra data, and you will not be notified of the error.
**/
- (uint16_t)maxReceiveIPv4BufferSize;
- (void)setMaxReceiveIPv4BufferSize:(uint16_t)max;
- (uint32_t)maxReceiveIPv6BufferSize;
- (void)setMaxReceiveIPv6BufferSize:(uint32_t)max;
/**
* Gets/Sets the maximum size of the buffer that will be allocated for send operations.
* The default maximum size is 65535 bytes.
*
* Given that a typical link MTU is 1500 bytes, a large UDP datagram will have to be
* fragmented, and thats both expensive and risky (if one fragment goes missing, the
* entire datagram is lost). You are much better off sending a large number of smaller
* UDP datagrams, preferably using a path MTU algorithm to avoid fragmentation.
*
* You must set it before the sockt is created otherwise it won't work.
*
**/
- (uint16_t)maxSendBufferSize;
- (void)setMaxSendBufferSize:(uint16_t)max;
/**
* User data allows you to associate arbitrary information with the socket.
* This data is not used internally in any way.
**/
- (nullable id)userData;
- (void)setUserData:(nullable id)arbitraryUserData;
#pragma mark Diagnostics
/**
* Returns the local address info for the socket.
*
* The localAddress method returns a sockaddr structure wrapped in a NSData object.
* The localHost method returns the human readable IP address as a string.
*
* Note: Address info may not be available until after the socket has been binded, connected
* or until after data has been sent.
**/
- (nullable NSData *)localAddress;
- (nullable NSString *)localHost;
- (uint16_t)localPort;
- (nullable NSData *)localAddress_IPv4;
- (nullable NSString *)localHost_IPv4;
- (uint16_t)localPort_IPv4;
- (nullable NSData *)localAddress_IPv6;
- (nullable NSString *)localHost_IPv6;
- (uint16_t)localPort_IPv6;
/**
* Returns the remote address info for the socket.
*
* The connectedAddress method returns a sockaddr structure wrapped in a NSData object.
* The connectedHost method returns the human readable IP address as a string.
*
* Note: Since UDP is connectionless by design, connected address info
* will not be available unless the socket is explicitly connected to a remote host/port.
* If the socket is not connected, these methods will return nil / 0.
**/
- (nullable NSData *)connectedAddress;
- (nullable NSString *)connectedHost;
- (uint16_t)connectedPort;
/**
* Returns whether or not this socket has been connected to a single host.
* By design, UDP is a connectionless protocol, and connecting is not needed.
* If connected, the socket will only be able to send/receive data to/from the connected host.
**/
- (BOOL)isConnected;
/**
* Returns whether or not this socket has been closed.
* The only way a socket can be closed is if you explicitly call one of the close methods.
**/
- (BOOL)isClosed;
/**
* Returns whether or not this socket is IPv4.
*
* By default this will be true, unless:
* - IPv4 is disabled (via setIPv4Enabled:)
* - The socket is explicitly bound to an IPv6 address
* - The socket is connected to an IPv6 address
**/
- (BOOL)isIPv4;
/**
* Returns whether or not this socket is IPv6.
*
* By default this will be true, unless:
* - IPv6 is disabled (via setIPv6Enabled:)
* - The socket is explicitly bound to an IPv4 address
* _ The socket is connected to an IPv4 address
*
* This method will also return false on platforms that do not support IPv6.
* Note: The iPhone does not currently support IPv6.
**/
- (BOOL)isIPv6;
#pragma mark Binding
/**
* Binds the UDP socket to the given port.
* Binding should be done for server sockets that receive data prior to sending it.
* Client sockets can skip binding,
* as the OS will automatically assign the socket an available port when it starts sending data.
*
* You may optionally pass a port number of zero to immediately bind the socket,
* yet still allow the OS to automatically assign an available port.
*
* You cannot bind a socket after its been connected.
* You can only bind a socket once.
* You can still connect a socket (if desired) after binding.
*
* On success, returns YES.
* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass NULL for errPtr.
**/
- (BOOL)bindToPort:(uint16_t)port error:(NSError **)errPtr;
/**
* Binds the UDP socket to the given port and optional interface.
* Binding should be done for server sockets that receive data prior to sending it.
* Client sockets can skip binding,
* as the OS will automatically assign the socket an available port when it starts sending data.
*
* You may optionally pass a port number of zero to immediately bind the socket,
* yet still allow the OS to automatically assign an available port.
*
* The interface may be a name (e.g. "en1" or "lo0") or the corresponding IP address (e.g. "192.168.4.35").
* You may also use the special strings "localhost" or "loopback" to specify that
* the socket only accept packets from the local machine.
*
* You cannot bind a socket after its been connected.
* You can only bind a socket once.
* You can still connect a socket (if desired) after binding.
*
* On success, returns YES.
* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass NULL for errPtr.
**/
- (BOOL)bindToPort:(uint16_t)port interface:(nullable NSString *)interface error:(NSError **)errPtr;
/**
* Binds the UDP socket to the given address, specified as a sockaddr structure wrapped in a NSData object.
*
* 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];
*
* Binding should be done for server sockets that receive data prior to sending it.
* Client sockets can skip binding,
* as the OS will automatically assign the socket an available port when it starts sending data.
*
* You cannot bind a socket after its been connected.
* You can only bind a socket once.
* You can still connect a socket (if desired) after binding.
*
* On success, returns YES.
* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass NULL for errPtr.
**/
- (BOOL)bindToAddress:(NSData *)localAddr error:(NSError **)errPtr;
#pragma mark Connecting
/**
* Connects the UDP socket to the given host and port.
* By design, UDP is a connectionless protocol, and connecting is not needed.
*
* Choosing to connect to a specific host/port has the following effect:
* - You will only be able to send data to the connected host/port.
* - You will only be able to receive data from the connected host/port.
* - You will receive ICMP messages that come from the connected host/port, such as "connection refused".
*
* The actual process of connecting a UDP socket does not result in any communication on the socket.
* It simply changes the internal state of the socket.
*
* You cannot bind a socket after it has been connected.
* You can only connect a socket once.
*
* The host may be a domain name (e.g. "deusty.com") or an IP address string (e.g. "192.168.0.2").
*
* This method is asynchronous as it requires a DNS lookup to resolve the given host name.
* If an obvious error is detected, this method immediately returns NO and sets errPtr.
* If you don't care about the error, you can pass nil for errPtr.
* Otherwise, this method returns YES and begins the asynchronous connection process.
* The result of the asynchronous connection process will be reported via the delegate methods.
**/
- (BOOL)connectToHost:(NSString *)host onPort:(uint16_t)port error:(NSError **)errPtr;
/**
* Connects the UDP socket to the given address, specified as a sockaddr structure wrapped in a NSData object.
*
* 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];
*
* By design, UDP is a connectionless protocol, and connecting is not needed.
*
* Choosing to connect to a specific address has the following effect:
* - You will only be able to send data to the connected address.
* - You will only be able to receive data from the connected address.
* - You will receive ICMP messages that come from the connected address, such as "connection refused".
*
* Connecting a UDP socket does not result in any communication on the socket.
* It simply changes the internal state of the socket.
*
* You cannot bind a socket after its been connected.
* You can only connect a socket once.
*
* On success, returns YES.
* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass nil for errPtr.
*
* Note: Unlike the connectToHost:onPort:error: method, this method does not require a DNS lookup.
* Thus when this method returns, the connection has either failed or fully completed.
* In other words, this method is synchronous, unlike the asynchronous connectToHost::: method.
* However, for compatibility and simplification of delegate code, if this method returns YES
* then the corresponding delegate method (udpSocket:didConnectToHost:port:) is still invoked.
**/
- (BOOL)connectToAddress:(NSData *)remoteAddr error:(NSError **)errPtr;
#pragma mark Multicast
/**
* Join multicast group.
* Group should be an IP address (eg @"225.228.0.1").
*
* On success, returns YES.
* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass nil for errPtr.
**/
- (BOOL)joinMulticastGroup:(NSString *)group error:(NSError **)errPtr;
/**
* Join multicast group.
* Group should be an IP address (eg @"225.228.0.1").
* The interface may be a name (e.g. "en1" or "lo0") or the corresponding IP address (e.g. "192.168.4.35").
*
* On success, returns YES.
* Otherwise returns NO, and sets errPtr. If you don't care about the error, you can pass nil for errPtr.
**/
- (BOOL)joinMulticastGroup:(NSString *)group onInterface:(nullable NSString *)interface error:(NSError **)errPtr;
- (BOOL)leaveMulticastGroup:(NSString *)group error:(NSError **)errPtr;
- (BOOL)leaveMulticastGroup:(NSString *)group onInterface:(nullable NSString *)interface error:(NSError **)errPtr;
#pragma mark Reuse Port
/**
* By default, only one socket can be bound to a given IP address + port at a time.
* To enable multiple processes to simultaneously bind to the same address+port,
* you need to enable this functionality in the socket. All processes that wish to
* use the address+port simultaneously must all enable reuse port on the socket
* bound to that port.
**/
- (BOOL)enableReusePort:(BOOL)flag error:(NSError **)errPtr;
#pragma mark Broadcast
/**
* By default, the underlying socket in the OS will not allow you to send broadcast messages.
* In order to send broadcast messages, you need to enable this functionality in the socket.
*
* A broadcast is a UDP message to addresses like "192.168.255.255" or "255.255.255.255" that is
* delivered to every host on the network.
* The reason this is generally disabled by default (by the OS) is to prevent
* accidental broadcast messages from flooding the network.
**/
- (BOOL)enableBroadcast:(BOOL)flag error:(NSError **)errPtr;
#pragma mark Sending
/**
* Asynchronously sends the given data, with the given timeout and tag.
*
* This method may only be used with a connected socket.
* Recall that connecting is optional for a UDP socket.
* For connected sockets, data can only be sent to the connected address.
* For non-connected sockets, the remote destination is specified for each packet.
* For more information about optionally connecting udp sockets, see the documentation for the connect methods above.
*
* @param data
* The data to send.
* If data is nil or zero-length, this method does nothing.
* If passing NSMutableData, please read the thread-safety notice below.
*
* @param timeout
* The timeout for the send opeartion.
* If the timeout value is negative, the send operation will not use a timeout.
*
* @param tag
* The tag is for your convenience.
* It is not sent or received over the socket in any manner what-so-ever.
* It is reported back as a parameter in the udpSocket:didSendDataWithTag:
* or udpSocket:didNotSendDataWithTag:dueToError: methods.
* You can use it as an array index, state id, type constant, etc.
*
*
* Thread-Safety Note:
* If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while
* the socket is sending it. In other words, it's not safe to alter the data until after the delegate method
* udpSocket:didSendDataWithTag: or udpSocket:didNotSendDataWithTag:dueToError: is invoked signifying
* that this particular send operation has completed.
* This is due to the fact that GCDAsyncUdpSocket does NOT copy the data.
* It simply retains it 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 sending 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)sendData:(NSData *)data withTimeout:(NSTimeInterval)timeout tag:(long)tag;
/**
* Asynchronously sends the given data, with the given timeout and tag, to the given host and port.
*
* This method cannot be used with a connected socket.
* Recall that connecting is optional for a UDP socket.
* For connected sockets, data can only be sent to the connected address.
* For non-connected sockets, the remote destination is specified for each packet.
* For more information about optionally connecting udp sockets, see the documentation for the connect methods above.
*
* @param data
* The data to send.
* If data is nil or zero-length, this method does nothing.
* If passing NSMutableData, please read the thread-safety notice below.
*
* @param host
* The destination to send the udp packet to.
* May be specified as a domain name (e.g. "deusty.com") or an IP address string (e.g. "192.168.0.2").
* You may also use the convenience strings of "loopback" or "localhost".
*
* @param port
* The port of the host to send to.
*
* @param timeout
* The timeout for the send opeartion.
* If the timeout value is negative, the send operation will not use a timeout.
*
* @param tag
* The tag is for your convenience.
* It is not sent or received over the socket in any manner what-so-ever.
* It is reported back as a parameter in the udpSocket:didSendDataWithTag:
* or udpSocket:didNotSendDataWithTag:dueToError: methods.
* You can use it as an array index, state id, type constant, etc.
*
*
* Thread-Safety Note:
* If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while
* the socket is sending it. In other words, it's not safe to alter the data until after the delegate method
* udpSocket:didSendDataWithTag: or udpSocket:didNotSendDataWithTag:dueToError: is invoked signifying
* that this particular send operation has completed.
* This is due to the fact that GCDAsyncUdpSocket does NOT copy the data.
* It simply retains it 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 sending 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)sendData:(NSData *)data
toHost:(NSString *)host
port:(uint16_t)port
withTimeout:(NSTimeInterval)timeout
tag:(long)tag;
/**
* Asynchronously sends the given data, with the given timeout and tag, to the given address.
*
* This method cannot be used with a connected socket.
* Recall that connecting is optional for a UDP socket.
* For connected sockets, data can only be sent to the connected address.
* For non-connected sockets, the remote destination is specified for each packet.
* For more information about optionally connecting udp sockets, see the documentation for the connect methods above.
*
* @param data
* The data to send.
* If data is nil or zero-length, this method does nothing.
* If passing NSMutableData, please read the thread-safety notice below.
*
* @param remoteAddr
* The address to send the data to (specified as a sockaddr structure wrapped in a NSData object).
*
* @param timeout
* The timeout for the send opeartion.
* If the timeout value is negative, the send operation will not use a timeout.
*
* @param tag
* The tag is for your convenience.
* It is not sent or received over the socket in any manner what-so-ever.
* It is reported back as a parameter in the udpSocket:didSendDataWithTag:
* or udpSocket:didNotSendDataWithTag:dueToError: methods.
* You can use it as an array index, state id, type constant, etc.
*
*
* Thread-Safety Note:
* If the given data parameter is mutable (NSMutableData) then you MUST NOT alter the data while
* the socket is sending it. In other words, it's not safe to alter the data until after the delegate method
* udpSocket:didSendDataWithTag: or udpSocket:didNotSendDataWithTag:dueToError: is invoked signifying
* that this particular send operation has completed.
* This is due to the fact that GCDAsyncUdpSocket does NOT copy the data.
* It simply retains it 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 sending 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)sendData:(NSData *)data toAddress:(NSData *)remoteAddr withTimeout:(NSTimeInterval)timeout tag:(long)tag;
/**
* You may optionally set a send filter for the socket.
* A filter can provide several interesting possibilities:
*
* 1. Optional caching of resolved addresses for domain names.
* The cache could later be consulted, resulting in fewer system calls to getaddrinfo.
*
* 2. Reusable modules of code for bandwidth monitoring.
*
* 3. Sometimes traffic shapers are needed to simulate real world environments.
* A filter allows you to write custom code to simulate such environments.
* The ability to code this yourself is especially helpful when your simulated environment
* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
* or the system tools to handle this aren't available (e.g. on a mobile device).
*
* For more information about GCDAsyncUdpSocketSendFilterBlock, see the documentation for its typedef.
* To remove a previously set filter, invoke this method and pass a nil filterBlock and NULL filterQueue.
*
* Note: This method invokes setSendFilter:withQueue:isAsynchronous: (documented below),
* passing YES for the isAsynchronous parameter.
**/
- (void)setSendFilter:(nullable GCDAsyncUdpSocketSendFilterBlock)filterBlock withQueue:(nullable dispatch_queue_t)filterQueue;
/**
* The receive filter can be run via dispatch_async or dispatch_sync.
* Most typical situations call for asynchronous operation.
*
* However, there are a few situations in which synchronous operation is preferred.
* Such is the case when the filter is extremely minimal and fast.
* This is because dispatch_sync is faster than dispatch_async.
*
* If you choose synchronous operation, be aware of possible deadlock conditions.
* Since the socket queue is executing your block via dispatch_sync,
* then you cannot perform any tasks which may invoke dispatch_sync on the socket queue.
* For example, you can't query properties on the socket.
**/
- (void)setSendFilter:(nullable GCDAsyncUdpSocketSendFilterBlock)filterBlock
withQueue:(nullable dispatch_queue_t)filterQueue
isAsynchronous:(BOOL)isAsynchronous;
#pragma mark Receiving
/**
* There are two modes of operation for receiving packets: one-at-a-time & continuous.
*
* In one-at-a-time mode, you call receiveOnce everytime your delegate is ready to process an incoming udp packet.
* Receiving packets one-at-a-time may be better suited for implementing certain state machine code,
* where your state machine may not always be ready to process incoming packets.
*
* In continuous mode, the delegate is invoked immediately everytime incoming udp packets are received.
* Receiving packets continuously is better suited to real-time streaming applications.
*
* You may switch back and forth between one-at-a-time mode and continuous mode.
* If the socket is currently in continuous mode, calling this method will switch it to one-at-a-time mode.
*
* When a packet is received (and not filtered by the optional receive filter),
* the delegate method (udpSocket:didReceiveData:fromAddress:withFilterContext:) is invoked.
*
* If the socket is able to begin receiving packets, this method returns YES.
* Otherwise it returns NO, and sets the errPtr with appropriate error information.
*
* An example error:
* You created a udp socket to act as a server, and immediately called receive.
* You forgot to first bind the socket to a port number, and received a error with a message like:
* "Must bind socket before you can receive data."
**/
- (BOOL)receiveOnce:(NSError **)errPtr;
/**
* There are two modes of operation for receiving packets: one-at-a-time & continuous.
*
* In one-at-a-time mode, you call receiveOnce everytime your delegate is ready to process an incoming udp packet.
* Receiving packets one-at-a-time may be better suited for implementing certain state machine code,
* where your state machine may not always be ready to process incoming packets.
*
* In continuous mode, the delegate is invoked immediately everytime incoming udp packets are received.
* Receiving packets continuously is better suited to real-time streaming applications.
*
* You may switch back and forth between one-at-a-time mode and continuous mode.
* If the socket is currently in one-at-a-time mode, calling this method will switch it to continuous mode.
*
* For every received packet (not filtered by the optional receive filter),
* the delegate method (udpSocket:didReceiveData:fromAddress:withFilterContext:) is invoked.
*
* If the socket is able to begin receiving packets, this method returns YES.
* Otherwise it returns NO, and sets the errPtr with appropriate error information.
*
* An example error:
* You created a udp socket to act as a server, and immediately called receive.
* You forgot to first bind the socket to a port number, and received a error with a message like:
* "Must bind socket before you can receive data."
**/
- (BOOL)beginReceiving:(NSError **)errPtr;
/**
* If the socket is currently receiving (beginReceiving has been called), this method pauses the receiving.
* That is, it won't read any more packets from the underlying OS socket until beginReceiving is called again.
*
* Important Note:
* GCDAsyncUdpSocket may be running in parallel with your code.
* That is, your delegate is likely running on a separate thread/dispatch_queue.
* When you invoke this method, GCDAsyncUdpSocket may have already dispatched delegate methods to be invoked.
* Thus, if those delegate methods have already been dispatch_async'd,
* your didReceive delegate method may still be invoked after this method has been called.
* You should be aware of this, and program defensively.
**/
- (void)pauseReceiving;
/**
* You may optionally set a receive filter for the socket.
* This receive filter may be set to run in its own queue (independent of delegate queue).
*
* A filter can provide several useful features.
*
* 1. Many times udp packets need to be parsed.
* Since the filter can run in its own independent queue, you can parallelize this parsing quite easily.
* The end result is a parallel socket io, datagram parsing, and packet processing.
*
* 2. Many times udp packets are discarded because they are duplicate/unneeded/unsolicited.
* The filter can prevent such packets from arriving at the delegate.
* And because the filter can run in its own independent queue, this doesn't slow down the delegate.
*
* - Since the udp protocol does not guarantee delivery, udp packets may be lost.
* Many protocols built atop udp thus provide various resend/re-request algorithms.
* This sometimes results in duplicate packets arriving.
* A filter may allow you to architect the duplicate detection code to run in parallel to normal processing.
*
* - Since the udp socket may be connectionless, its possible for unsolicited packets to arrive.
* Such packets need to be ignored.
*
* 3. Sometimes traffic shapers are needed to simulate real world environments.
* A filter allows you to write custom code to simulate such environments.
* The ability to code this yourself is especially helpful when your simulated environment
* is more complicated than simple traffic shaping (e.g. simulating a cone port restricted router),
* or the system tools to handle this aren't available (e.g. on a mobile device).
*
* Example:
*
* GCDAsyncUdpSocketReceiveFilterBlock filter = ^BOOL (NSData *data, NSData *address, id *context) {
*
* MyProtocolMessage *msg = [MyProtocol parseMessage:data];
*
* *context = response;
* return (response != nil);
* };
* [udpSocket setReceiveFilter:filter withQueue:myParsingQueue];
*
* For more information about GCDAsyncUdpSocketReceiveFilterBlock, see the documentation for its typedef.
* To remove a previously set filter, invoke this method and pass a nil filterBlock and NULL filterQueue.
*
* Note: This method invokes setReceiveFilter:withQueue:isAsynchronous: (documented below),
* passing YES for the isAsynchronous parameter.
**/
- (void)setReceiveFilter:(nullable GCDAsyncUdpSocketReceiveFilterBlock)filterBlock withQueue:(nullable dispatch_queue_t)filterQueue;
/**
* The receive filter can be run via dispatch_async or dispatch_sync.
* Most typical situations call for asynchronous operation.
*
* However, there are a few situations in which synchronous operation is preferred.
* Such is the case when the filter is extremely minimal and fast.
* This is because dispatch_sync is faster than dispatch_async.
*
* If you choose synchronous operation, be aware of possible deadlock conditions.
* Since the socket queue is executing your block via dispatch_sync,
* then you cannot perform any tasks which may invoke dispatch_sync on the socket queue.
* For example, you can't query properties on the socket.
**/
- (void)setReceiveFilter:(nullable GCDAsyncUdpSocketReceiveFilterBlock)filterBlock
withQueue:(nullable dispatch_queue_t)filterQueue
isAsynchronous:(BOOL)isAsynchronous;
#pragma mark Closing
/**
* Immediately closes the underlying socket.
* Any pending send operations are discarded.
*
* The GCDAsyncUdpSocket instance may optionally be used again.
* (it will setup/configure/use another unnderlying BSD socket).
**/
- (void)close;
/**
* Closes the underlying socket after all pending send operations have been sent.
*
* The GCDAsyncUdpSocket instance may optionally be used again.
* (it will setup/configure/use another unnderlying BSD socket).
**/
- (void)closeAfterSending;
#pragma mark Advanced
/**
* 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 isn't connected, or explicity bound to a particular interface,
* 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.
*
* Returns (creating if necessary) a CFReadStream/CFWriteStream for the internal socket.
*
* Generally GCDAsyncUdpSocket doesn't use CFStream. (It uses the faster GCD API's.)
* However, if you need one for any reason,
* these methods are a convenient way to get access to a safe instance of one.
**/
- (nullable CFReadStreamRef)readStream;
- (nullable 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.
*
* Example usage:
*
* [asyncUdpSocket performBlock:^{
* [asyncUdpSocket enableBackgroundingOnSocket];
* }];
*
*
* NOTE : Apple doesn't currently support backgrounding UDP sockets. (Only TCP for now).
**/
//- (BOOL)enableBackgroundingOnSockets;
#endif
#pragma mark Utilities
/**
* Extracting host/port/family information from raw address data.
**/
+ (nullable NSString *)hostFromAddress:(NSData *)address;
+ (uint16_t)portFromAddress:(NSData *)address;
+ (int)familyFromAddress:(NSData *)address;
+ (BOOL)isIPv4Address:(NSData *)address;
+ (BOOL)isIPv6Address:(NSData *)address;
+ (BOOL)getHost:(NSString * __nullable * __nullable)hostPtr port:(uint16_t * __nullable)portPtr fromAddress:(NSData *)address;
+ (BOOL)getHost:(NSString * __nullable * __nullable)hostPtr port:(uint16_t * __nullable)portPtr family:(int * __nullable)afPtr fromAddress:(NSData *)address;
@end
NS_ASSUME_NONNULL_END