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path: root/src/lua/net/luaopen_Socket.cpp
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#include "lua/luax.h"
#include "../luaopen_types.h"
#include "libjin/jin.h"

namespace jin
{
namespace lua
{
    /**
    * л
    * int 
    * float 
    * bool 
    * 
    * һmessageһtable
    */
    class DenseBuffer
    {
    public: 
        DenseBuffer(int len)
        {
            this->len = len;
            buffer = new char[len];
            memset(buffer, 0, len);
        }
        ~DenseBuffer()
        {
            delete[] buffer;
        }
        char* operator&()
        {
            return buffer;
        }
        int size()
        {
            return len;
        }

    private:
        int len;
        char* buffer;
    };

    using namespace jin::net;

    static inline Socket* checkSocket(lua_State* L)
    {
        Proxy* proxy = (Proxy*)luax_checktype(L, 1, TYPE_SOCKET);
        if (proxy != 0 && proxy != nullptr)
            return (Socket*)proxy->object;
        return nullptr;
    }

    /**
    +---------------+
    | message table | -1
    +---------------+
    |       ...     | -2 
    +---------------+
    |       ...     | ...
    */
    static char* serialize(lua_State* L)
    {
        if (!luax_istable(L, -1))
            luax_typerror(L, -1, "table");
        DenseBuffer* buffer;

    }

    static int l_accept(lua_State* L) 
    {
        Socket* socket = checkSocket(L);
    
    }
    
    static int l_receive(lua_State* L) 
    {
        Socket* socket = checkSocket(L);

    }
    
    static int l_receive(lua_State* L) 
    {
        Socket* socket = checkSocket(L);

    }
    
    static int l_send(lua_State* L) 
    {
        Socket* socket = checkSocket(L);
        DenseBuffer buffer(1024);
        socket->send(&buffer, buffer.size());
    }
    
    // thread:sendTo(address, port, table)
    static int l_sendTo(lua_State* L) 
    {
        Socket* socket = checkSocket(L);

    }
    
    static int l_close(lua_State* L) 
    {
        Socket* socket = checkSocket(L);

    }

    static int l_configBlocking(lua_State* L) 
    {
        Socket* socket = checkSocket(L);

    }

    static const luaL_Reg socket_function[] = {
        { "accept",         l_accept },
        { "receive",        l_receive },
        { "receiveFrom",    l_receive },
        { "send",           l_send },
        { "sendTo",         l_sendTo },
        { "close",          l_close },
        { "configBlocking", l_configBlocking },
        { 0, 0 }
    };

    int luaopen_Socket(lua_State* L)
    {
        luax_newtype(L, TYPE_SOURCE, socket_function);
        return 0;
    }

}
}