How to fix naive server implementation with CFSocket to allow multiple connections By Naim Hashmi
- (void) _acceptConnection:(int)fd{
int junk;
// If we already have a connection, reject this new one. This is one of the
// big simplifying assumptions in this code. A real server should handle
// multiple simultaneous connections.
if ( self.isReceiving ) {
junk = close(fd);
assert(junk == 0);
} else {
[self _startReceive:fd];
}
}
// Called by CFSocket when someone connects to our listening socket.
// This implementation just bounces the request up to Objective-C.
static void AcceptCallback(CFSocketRef s,
CFSocketCallBackType type,
CFDataRef address,
const void *data,
void *info)
{
ReceiveServer * obj;
assert(type == kCFSocketAcceptCallBack);
assert(data != NULL);
obj = (ReceiveServer *) info;
assert(obj != nil);
assert(s == obj->_listeningSocket);
[obj _acceptConnection:*(int *)data];
}