The App2App portion of the SkypeKit API enables you to implement arbitrary data exchange protocols between Skype clients. Basically, if you are ever tempted to use conversation chat messages for something other than actual human-readable chat - you should consider using your own custom App2App protocol instead.
The downside of App2App is that all the participants need to be running a client that supports the same App2App application. Although, it is possible to have one side using a custom SkypeKit client and another side using Skype desktop client - App2App is supported in both, in case of desktop client via Public API - you are still limited to remote side running something that can recognize your protocol and react to connection attempts from your side.
App2App applications are not abstracted in the SkypeKit API as a separate class. Rather, they can be created with App2AppCreate, supplying their name as ID, and then connected to remote parties using App2AppConnect method.
To establish connection between each other, all participants need to create their local instances of the application (with the same ID, and then connect to each other. More than one App2App applications can be active in a local client at the same time. Also, more than two clients can be connected with the same application.
Once connection is established, you can choose between two communication methods - datagrams and stream read/write methods. Overall, there are not much principal difference between the two. Datagram packet size is limited to 1400 bytes and stream packet size to 32 KB of payload data. Implementation-wise, datagrams are probably somewhat easier to deal with.
For purposes of this example, we will keep it relatively simple by assuming only two participants, communicating with eachother over App2App, using datagrams.
/**************************************************************************** Getting Started With SkypeKit. Tutorial Application, Step 11. In this exercise, we will use Skype application to application (app2app) features to make an datagram-based command-line chat between two instances of the same SkypeKit client. **/ #include "skype-embedded_2.h" #include "keypair.h" #include "tutorial_common.h" using namespace Sid; //---------------------------------------------------------------------------- // Cross-platform keyboard input. We will need this to implement our datagram-based chat. bool __kbhit(void) { #ifndef _WIN32 struct timeval tv; fd_set read_fd; tv.tv_sec = 0; tv.tv_usec = 10000; FD_ZERO(&read_fd); FD_SET(0, &read_fd); if (select(1, &read_fd, NULL, NULL, &tv) == -1) return false; return FD_ISSET(0, &read_fd); #else return ::_kbhit(); #endif } //---------------------------------------------------------------------------- // Subclassing Skype class MySkype : public Skype { public: SEString streamName; // Datagrams still require streams IDs so lets keep one here. bool quitCommand; // Using this to detect remote quit (total stream count goes 0) // or local quit ("q" + enter in keyboard buffer). bool appConnected; // Gets set first time when OnApp2AppStreamListChange gets fired // with non-zero stream count. Basically, this is for prettiness, // so that we don't display the "connection" message more than once. MySkype() : Skype() { streamName = ""; quitCommand = false; appConnected = false; }; Account* newAccount(int oid) { return new MyAccount(oid, this);} void OnApp2AppStreamListChange ( const Sid::String &appname, const APP2APP_STREAMS &listType, const Sid::List_String &streams, const Sid::List_uint &receivedSizes); void OnApp2AppDatagram ( const Sid::String &appname, const Sid::String &stream, const Sid::Binary &data); }; //---------------------------------------------------------------------------- // OnApp2AppDatagram will fire on incoming datagram packets. void MySkype::OnApp2AppDatagram (const Sid::String &appname, const SEString &stream, const SEBinary &data) { SEBinary buf = data; buf[data.size()-1] = 0; printf("Got datagram in stream %s: %s\n", (const char*)stream, (const char*)buf); }; //---------------------------------------------------------------------------- // Using this to convert APP2APP_STREAMS stream types into strings. SEString StreamListType(const Skype::APP2APP_STREAMS type) { switch (type) { case Skype::ALL_STREAMS: return "all streams"; break; case Skype::SENDING_STREAMS: return "sending stream"; break; case Skype::RECEIVED_STREAMS: return "receiving stream"; break; default: return "unknown stream type"; break; }; }; //---------------------------------------------------------------------------- // OnApp2AppStreamListChange. In context of datagrams, this event will fire when: // // 1. Connection is established between two app2app applications. That is, when // both parties have an app up with the same name and -both -used App2AppConnect // In that case, both parties get this event, with listType ALL_STREAMS // // 2. When a datagram is sent, the sender will get this event with listType SENDING_STREAMS // Receiver of the datagram will get OnApp2AppDatagram event instead. // // 3. When the remote party drops app2app connection, the local user will get // OnApp2AppStreamListChange with listType ALL_STREAMS and streams.size() zero - // which is useful for detecting remote drops. void MySkype::OnApp2AppStreamListChange ( const Sid::String &appname, const APP2APP_STREAMS &listType, const Sid::List_String &streams, const Sid::List_uint &receivedSizes) { if (streams.size() != 0) { // Normally the streamcount in this event should be eithe 1 or 0. // More streams are possible when there are more than 2 connected // participants running the same application. For purposes of this // example, we will assume that there are only 2 participants. for (uint i=0; i < streams.size(); i++) { printf("OnApp2AppStreamListChange: %s %s %s\n", (const char*)StreamListType(listType), (const char*)appname, (const char*)streams[i]); streamName = streams[i]; }; if (!appConnected) { appConnected = true; printf("You can now type and send datagrams to remote instance.\n"); }; } else { if (listType == ALL_STREAMS) { // Remote side dropped connection. printf("No more app2app streams.\n"); streamName = ""; quitCommand = true; }; }; }; //---------------------------------------------------------------------------- // Main MySkype* skype; int main(int argc, char * argv[]) { printf("*****************************************************************\n"); printf(" SkypeKit Tutorial, Step 11 - app2app datagrams.\n"); printf("*****************************************************************\n"); if (argc < 4) { printf("usage: tutorial_11 <skypename> <password> <target>\n"); return 0; }; SEString myAccountName = argv[1]; SEString myAccountPsw = argv[2]; SEString myBuddyName = argv[3]; printf("Creating skype ..\n"); skype = new MySkype(); getKeyPair (); skype->init(keyBuf, inetAddr, portNum, "streamlog.txt"); skype->start(); printf("Getting account ..\n"); MyAccount::Ref account; if (skype->GetAccount(myAccountName, account)) { printf("Logging in..\n"); account->LoginWithPassword(myAccountPsw, false, false); account->BlockWhileLoggingIn(); bool cmdResult; SEString appName = "TestApp1"; // Application creation should pretty much always be successful - unless there // already is an application with the same name. skype->App2AppCreate(appName, cmdResult); // The App2AppConnect connect result does -NOT- mean the connection was actually // established. It will return Ok even if the remote party was offline. // The actual connection will be only established when both parties have fired // App2AppConnect with the same application name, at eachother. At that point, // OnApp2AppStreamListChange event will fire and you can start exchanging data. skype->App2AppConnect(appName, myBuddyName, cmdResult); printf("Waiting for app2app connection to come up.\n"); printf("Enter q to quit this example\n"); char kbdBuffer[512]; do { if (__kbhit()) { fgets(kbdBuffer, 79, stdin); int bufSize = strlen(kbdBuffer); skype->quitCommand = (kbdBuffer[0] == 'q'); if (!skype->quitCommand) { if (skype->streamName != "") { printf("Sending datagram.. %d bytes\n", bufSize); SEBinary dataBuffer; dataBuffer.set(&kbdBuffer, bufSize); skype->App2AppDatagram(appName, skype->streamName, dataBuffer, cmdResult); } else { printf("No app2app streams connected.\n"); }; }; }; } while (!skype->quitCommand); // App2AppGetConnectableUsers returns a list of currently online contacts. // It does not return a list of contacts who have an app2app application running. // There is currently no way of querying whether an application has been launched // on the remote side - other than trying to connect to the remote side and waiting // for timeout. NB! if you use App2AppGetConnectableUsers immediately after login - // then the online presence of yur contact list has not yet updated itself - so this // method will most likely return either an empty list or a list with echo123 in it. SEStringList appContacts; skype->App2AppGetConnectableUsers (appName, cmdResult, appContacts); printf("App2AppGetConnectableUsers returned %d users.\n", appContacts.size()); for (uint i=0; i < appContacts.size(); i++) { printf("%d - %s\n", i, (const char*)appContacts[i]); }; printf("Disconnecting and deleting %s\n", (const char*)appName); skype->App2AppDisconnect(appName, skype->streamName, cmdResult); skype->App2AppDelete(appName, cmdResult); printf("Logging out..\n"); account->Logout(false); account->BlockWhileLoggingOut(); } else { printf("Account does not exist\n"); }; printf("Cleaning up.\n"); skype->stop(); delete skype; printf("Done.\n"); return 0; };
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Last updated: Fri Mar 16 2012