Giter Club home page Giter Club logo

phxsocketcpp's Introduction

Intro

PhoenixClient is ready for use with Phoenix Framework v1.0.0. The PhoenixClient enables communication with a phoenix framework web project through the use of channels over websocket.

Learn more about the Phoenix Framework at http://www.phoenixframework.org/

Example Usage

#ifndef Network_H
#define Network_H

#include "PhxSocket.h"
#include <memory>

class PhxChannel;

class Network : public std::enable_shared_from_this<PhxSocketDelegate>,
                public PhxSocketDelegate {
private:
    // PhxSocketDelegate
    void phxSocketDidOpen();
    void phxSocketDidClose(const std::string& event);
    void phxSocketDidReceiveError(const std::string& error);
    // PhxSocketDelegate

    /*!< This is the main entry point of communication over Phoenix Channels. */
    std::shared_ptr<PhxChannel> channel;

public:
    /**
      *  \brief Trigger start of Network connection.
      *
      *  Detailed description
      *
      *  \param param
      *  \return return type
      */
    void start();
};

#endif // Network_H
#include "Network.h"
#include "PhxChannel.h"
#include "PhxPush.h"
#include "PhxSocket.h"
#include "easylogging++.h"
#include <iostream>

void Network::start() {
    std::shared_ptr<PhxSocket::PhxSocket> socket
        = std::make_shared<PhxSocket::PhxSocket>(
            "ws://localhost:4000/socket/websocket", 1);
    socket->setDelegate(this->shared_from_this());

    this->channel = std::make_shared<PhxChannel::PhxChannel>(
        socket, "room:1", std::map<std::string, std::string>());
    this->channel->bootstrap();

    // Instantiate the PhxChannel first before connecting on the socket.
    // This is because the connection can happen before the channel
    // is done instantiating.
    socket->connect();
}

void Network::phxSocketDidOpen() {
    LOG(INFO) << "phxSocketDidOpen";
    this->channel->join()
        ->onReceive("ok",
            [](nlohmann::json json) {
                LOG(INFO) << "Received OK on join:" << json.dump() << std::endl;
            })
        ->onReceive("error", [](nlohmann::json error) {
            LOG(INFO) << "Error joining: " << error << std::endl;
        });
}

void Network::phxSocketDidClose(const std::string& event) {
    LOG(INFO) << "phxSocketDidClose" << std::endl;
}

void Network::phxSocketDidReceiveError(const std::string& error) {
    LOG(INFO) << "phxSocketDidReceiveError" << std::endl;
}

Requirements

Json Library

https://github.com/nlohmann/json

Logging

https://github.com/muflihun/easyloggingpp

Websocket Client

https://github.com/dhbaird/easywsclient

Thread Pool

https://github.com/progschj/ThreadPool

Credit

ObjCPhoenixClient

https://github.com/livehelpnow/ObjCPhoenixClient

License

Copyright (C) 2017-2018 James N.

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

phxsocketcpp's People

Contributors

jojojames avatar nattuck avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar

phxsocketcpp's Issues

No license for repo

This code doesn't have a license statement. The default is copyright ("all rights reserved, no license to use"). I'd like to consider this code for a program I'm working on, but it's currently illegal.

If that wasn't your intent, adding an explicit license statement would be great: https://choosealicense.com/

Thanks!

libc++abi.dylib: terminating with uncaught exception of type std::__1::bad_weak_ptr: bad_weak_ptr

Hello,

I not a CPP developer so I am quite confused with this error. Here is my code

#ifndef Network_H
#define Network_H

#include "PhxSocket.h"
#include "PhxChannel.h"
#include "PhxPush.h"
#include "PhxSocket.h"
#include "easylogging++.h"
#include <memory>

class PhxChannel;

class Network : public std::enable_shared_from_this<PhxSocketDelegate>,
                public PhxSocketDelegate {
private:
    // PhxSocketDelegate
    void phxSocketDidOpen() {
        LOG(INFO) << "phxSocketDidOpen";
        this->channel->join()
            ->onReceive("ok",
                [](nlohmann::json json) {
                    LOG(INFO) << "Received OK on join:" << json.dump() << std::endl;
                })
            ->onReceive("error", [](nlohmann::json error) {
                LOG(INFO) << "Error joining: " << error << std::endl;
            });
        
    }
    void phxSocketDidClose(const std::string& event) {
        LOG(INFO) << "phxSocketDidClose" << std::endl;
    }
    void phxSocketDidReceiveError(const std::string& error) {
        LOG(INFO) << "phxSocketDidReceiveError" << std::endl;
    }
    // PhxSocketDelegate

    /*!< This is the main entry point of communication over Phoenix Channels. */
    std::shared_ptr<PhxChannel> channel;

public:
    /**
      *  \brief Trigger start of Network connection.
      *
      *  Detailed description
      *
      *  \param param
      *  \return return type
      */
    void start() {
        std::shared_ptr<PhxSocket::PhxSocket> socket
            = std::make_shared<PhxSocket::PhxSocket>(
                "ws://localhost:4000/socket/websocket", 1);
        socket->setDelegate(this->shared_from_this());

        this->channel = std::make_shared<PhxChannel::PhxChannel>(
            socket, "room:1", std::map<std::string, std::string>());
        this->channel->bootstrap();

        // Instantiate the PhxChannel first before connecting on the socket.
        // This is because the connection can happen before the channel
        // is done instantiating.
        socket->connect();
    }
};

#endif // Network_H
    Network net;
    net.start();

Could you help me please?

Regards

license with a library friendly license

This library has GPLv3 license, this makes it difficult to use in a larger project.
Would you consider changing the license to LGPLv3, so that it can be used in its un-modified source form without having to affect the licensing of the larger body of work that is only using this library?

Thanks!

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.