// +build windows /* Copyright 2022 Tetralux Copyright 2022 Colin Davidson Copyright 2022 Jeroen van Rijn . Made available under Odin's BSD-3 license. List of contributors: Tetralux: Initial implementation Colin Davidson: Linux platform code, OSX platform code, Odin-native DNS resolver Jeroen van Rijn: Cross platform unification, code style, documentation */ /* Package net implements cross-platform Berkeley Sockets, DNS resolution and associated procedures. For other protocols and their features, see subdirectories of this package. */ package net import "core:c" import win "core:sys/windows" import "core:time" Platform_Socket :: win.SOCKET @(init, private) ensure_winsock_initialized :: proc() { win.ensure_winsock_initialized() } create_socket :: proc(family: Address_Family, protocol: Socket_Protocol) -> (socket: Any_Socket, err: Network_Error) { c_type, c_protocol, c_family: c.int switch family { case .IP4: c_family = win.AF_INET case .IP6: c_family = win.AF_INET6 case: unreachable() } switch protocol { case .TCP: c_type = win.SOCK_STREAM; c_protocol = win.IPPROTO_TCP case .UDP: c_type = win.SOCK_DGRAM; c_protocol = win.IPPROTO_UDP case: unreachable() } sock := win.socket(c_family, c_type, c_protocol) if sock == win.INVALID_SOCKET { err = Create_Socket_Error(win.WSAGetLastError()) return } switch protocol { case .TCP: return TCP_Socket(sock), nil case .UDP: return UDP_Socket(sock), nil case: unreachable() } } dial_tcp_from_endpoint :: proc(endpoint: Endpoint, options := default_tcp_options) -> (skt: TCP_Socket, err: Network_Error) { if endpoint.port == 0 { err = .Port_Required return } family := family_from_endpoint(endpoint) sock := create_socket(family, .TCP) or_return skt = sock.(TCP_Socket) // NOTE(tetra): This is so that if we crash while the socket is open, we can // bypass the cooldown period, and allow the next run of the program to // use the same address immediately. _ = set_option(skt, .Reuse_Address, true) sockaddr := endpoint_to_sockaddr(endpoint) res := win.connect(Platform_Socket(skt), &sockaddr, size_of(sockaddr)) if res < 0 { err = Dial_Error(win.WSAGetLastError()) return } if options.no_delay { _ = set_option(sock, .TCP_Nodelay, true) // NOTE(tetra): Not vital to succeed; error ignored } return } bind :: proc(skt: Any_Socket, ep: Endpoint) -> (err: Network_Error) { sockaddr := endpoint_to_sockaddr(ep) s := any_socket_to_socket(skt) res := win.bind(Platform_Socket(s), &sockaddr, size_of(sockaddr)) if res < 0 { err = Bind_Error(win.WSAGetLastError()) } return } // This type of socket becomes bound when you try to send data. // This is likely what you want if you want to send data unsolicited. // // This is like a client TCP socket, except that it can send data to any remote endpoint without needing to establish a connection first. make_unbound_udp_socket :: proc(family: Address_Family) -> (skt: UDP_Socket, err: Network_Error) { sock := create_socket(family, .UDP) or_return skt = sock.(UDP_Socket) return } // This type of socket is bound immediately, which enables it to receive data on the port. // Since it's UDP, it's also able to send data without receiving any first. // // This is like a listening TCP socket, except that data packets can be sent and received without needing to establish a connection first. // // The bound_address is the address of the network interface that you want to use, or a loopback address if you don't care which to use. make_bound_udp_socket :: proc(bound_address: Address, port: int) -> (skt: UDP_Socket, err: Network_Error) { skt = make_unbound_udp_socket(family_from_address(bound_address)) or_return bind(skt, {bound_address, port}) or_return return } listen_tcp :: proc(interface_endpoint: Endpoint, backlog := 1000) -> (skt: TCP_Socket, err: Network_Error) { assert(backlog > 0 && i32(backlog) < max(i32)) family := family_from_endpoint(interface_endpoint) sock := create_socket(family, .TCP) or_return skt = sock.(TCP_Socket) // NOTE(tetra): While I'm not 100% clear on it, my understanding is that this will // prevent hijacking of the server's endpoint by other applications. set_option(skt, .Exclusive_Addr_Use, true) or_return bind(sock, interface_endpoint) or_return res := win.listen(Platform_Socket(skt), i32(backlog)) if res == win.SOCKET_ERROR { err = Listen_Error(win.WSAGetLastError()) return } return } accept_tcp :: proc(sock: TCP_Socket, options := default_tcp_options) -> (client: TCP_Socket, source: Endpoint, err: Network_Error) { for { sockaddr: win.SOCKADDR_STORAGE_LH sockaddrlen := c.int(size_of(sockaddr)) client_sock := win.accept(Platform_Socket(sock), &sockaddr, &sockaddrlen) if int(client_sock) == win.SOCKET_ERROR { e := win.WSAGetLastError() if e == win.WSAECONNRESET { // NOTE(tetra): Reset just means that a client that connection immediately lost the connection. // There's no need to concern the user with this, so we handle it for them. // On Linux, this error isn't possible in the first place according the man pages, so we also // can do this to match the behaviour. continue } err = Accept_Error(e) return } client = TCP_Socket(client_sock) source = sockaddr_to_endpoint(&sockaddr) if options.no_delay { _ = set_option(client, .TCP_Nodelay, true) // NOTE(tetra): Not vital to succeed; error ignored } return } } close :: proc(skt: Any_Socket) { if s := any_socket_to_socket(skt); s != {} { win.closesocket(Platform_Socket(s)) } } recv_tcp :: proc(skt: TCP_Socket, buf: []byte) -> (bytes_read: int, err: Network_Error) { if len(buf) <= 0 { return } res := win.recv(Platform_Socket(skt), raw_data(buf), c.int(len(buf)), 0) if res < 0 { err = TCP_Recv_Error(win.WSAGetLastError()) return } return int(res), nil } recv_udp :: proc(skt: UDP_Socket, buf: []byte) -> (bytes_read: int, remote_endpoint: Endpoint, err: Network_Error) { if len(buf) <= 0 { return } from: win.SOCKADDR_STORAGE_LH fromsize := c.int(size_of(from)) res := win.recvfrom(Platform_Socket(skt), raw_data(buf), c.int(len(buf)), 0, &from, &fromsize) if res < 0 { err = UDP_Recv_Error(win.WSAGetLastError()) return } bytes_read = int(res) remote_endpoint = sockaddr_to_endpoint(&from) return } recv :: proc{recv_tcp, recv_udp} // Repeatedly sends data until the entire buffer is sent. // If a send fails before all data is sent, returns the amount // sent up to that point. send_tcp :: proc(skt: TCP_Socket, buf: []byte) -> (bytes_written: int, err: Network_Error) { for bytes_written < len(buf) { limit := min(int(max(i32)), len(buf) - bytes_written) remaining := buf[bytes_written:] res := win.send(Platform_Socket(skt), raw_data(remaining), c.int(limit), 0) if res < 0 { err = TCP_Send_Error(win.WSAGetLastError()) return } bytes_written += int(res) } return } // Sends a single UDP datagram packet. // // Datagrams are limited in size; attempting to send more than this limit at once will result in a Message_Too_Long error. // UDP packets are not guarenteed to be received in order. send_udp :: proc(skt: UDP_Socket, buf: []byte, to: Endpoint) -> (bytes_written: int, err: Network_Error) { if len(buf) > int(max(c.int)) { // NOTE(tetra): If we don't guard this, we'll return (0, nil) instead, which is misleading. err = .Message_Too_Long return } toaddr := endpoint_to_sockaddr(to) res := win.sendto(Platform_Socket(skt), raw_data(buf), c.int(len(buf)), 0, &toaddr, size_of(toaddr)) if res < 0 { err = UDP_Send_Error(win.WSAGetLastError()) return } bytes_written = int(res) return } send :: proc{send_tcp, send_udp} shutdown :: proc(skt: Any_Socket, manner: Shutdown_Manner) -> (err: Network_Error) { s := any_socket_to_socket(skt) res := win.shutdown(Platform_Socket(s), c.int(manner)) if res < 0 { return Shutdown_Error(win.WSAGetLastError()) } return } set_option :: proc(s: Any_Socket, option: Socket_Option, value: any, loc := #caller_location) -> Network_Error { level := win.SOL_SOCKET if option != .TCP_Nodelay else win.IPPROTO_TCP bool_value: b32 int_value: i32 linger_value: win.LINGER ptr: rawptr len: c.int switch option { case .Reuse_Address, .Exclusive_Addr_Use, .Keep_Alive, .Out_Of_Bounds_Data_Inline, .TCP_Nodelay, .Broadcast, .Conditional_Accept, .Dont_Linger: switch x in value { case bool, b8: x2 := x bool_value = b32((^bool)(&x2)^) case b16: bool_value = b32(x) case b32: bool_value = b32(x) case b64: bool_value = b32(x) case: panic("set_option() value must be a boolean here", loc) } ptr = &bool_value len = size_of(bool_value) case .Linger: t, ok := value.(time.Duration) if !ok do panic("set_option() value must be a time.Duration here", loc) num_secs := i64(time.duration_seconds(t)) if time.Duration(num_secs * 1e9) != t do return .Linger_Only_Supports_Whole_Seconds if num_secs > i64(max(u16)) do return .Value_Out_Of_Range linger_value.l_onoff = 1 linger_value.l_linger = c.ushort(num_secs) ptr = &linger_value len = size_of(linger_value) case .Receive_Timeout, .Send_Timeout: t, ok := value.(time.Duration) if !ok do panic("set_option() value must be a time.Duration here", loc) int_value = i32(time.duration_milliseconds(t)) ptr = &int_value len = size_of(int_value) case .Receive_Buffer_Size, .Send_Buffer_Size: switch i in value { case i8, u8: i2 := i; int_value = c.int((^u8)(&i2)^) case i16, u16: i2 := i; int_value = c.int((^u16)(&i2)^) case i32, u32: i2 := i; int_value = c.int((^u32)(&i2)^) case i64, u64: i2 := i; int_value = c.int((^u64)(&i2)^) case i128, u128: i2 := i; int_value = c.int((^u128)(&i2)^) case int, uint: i2 := i; int_value = c.int((^uint)(&i2)^) case: panic("set_option() value must be an integer here", loc) } ptr = &int_value len = size_of(int_value) } skt := any_socket_to_socket(s) res := win.setsockopt(Platform_Socket(skt), c.int(level), c.int(option), ptr, len) if res < 0 { return Socket_Option_Error(win.WSAGetLastError()) } return nil }