/////////////////////////////////////////////////////////////////////////////
// Name: socket.h
-// Purpose: interface of wxIPV4address
+// Purpose: interface of wxIP*address, wxSocket* classes
// Author: wxWidgets team
// RCS-ID: $Id$
-// Licence: wxWindows license
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
+
+/**
+ @class wxIPaddress
+
+ wxIPaddress is an abstract base class for all internet protocol address
+ objects. Currently, only wxIPV4address is implemented. An experimental
+ implementation for IPV6, wxIPV6address, is being developed.
+
+ @library{wxbase}
+ @category{net}
+*/
+class wxIPaddress : public wxSockAddress
+{
+public:
+ /**
+ Internally, this is the same as setting the IP address to @b INADDR_ANY.
+
+ On IPV4 implementations, 0.0.0.0
+
+ On IPV6 implementations, ::
+
+ @return @true on success, @false if something went wrong.
+ */
+ bool AnyAddress();
+
+ /**
+ Internally, this is the same as setting the IP address to @b INADDR_BROADCAST.
+
+ On IPV4 implementations, 255.255.255.255
+
+ @return @true on success, @false if something went wrong.
+ */
+ virtual bool BroadcastAddress() = 0;
+
+ /**
+ Set the address to hostname, which can be a host name or an IP-style address
+ in a format dependent on implementation.
+
+ @return @true on success, @false if something goes wrong (invalid
+ hostname or invalid IP address).
+ */
+ bool Hostname(const wxString& hostname);
+
+ /**
+ Returns the hostname which matches the IP address.
+ */
+ wxString Hostname() const;
+
+ /**
+ Returns a wxString containing the IP address.
+ */
+ virtual wxString IPAddress() const = 0;
+
+ /**
+ Determines if current address is set to localhost.
+
+ @return @true if address is localhost, @false if internet address.
+ */
+ virtual bool IsLocalHost() const = 0;
+
+ /**
+ Set address to localhost.
+
+ On IPV4 implementations, 127.0.0.1
+
+ On IPV6 implementations, ::1
+
+ @return @true on success, @false if something went wrong.
+ */
+ bool LocalHost();
+
+ /**
+ Set the port to that corresponding to the specified service.
+
+ @return @true on success, @false if something goes wrong (invalid @a service).
+ */
+ bool Service(const wxString& service);
+
+ /**
+ Set the port to that corresponding to the specified service.
+
+ @return @true on success, @false if something goes wrong (invalid @a service).
+ */
+ bool Service(unsigned short service);
+
+ /**
+ Returns the current service.
+ */
+ unsigned short Service() const;
+};
+
+
/**
@class wxIPV4address
/**
Set the address to hostname, which can be a host name or an IP-style address
- in dot notation(<tt>a.b.c.d</tt>)
+ in dot notation(<tt>a.b.c.d</tt>).
- @return @true on success, @false if something goes wrong (invalid hostname or
- invalid IP address).
+ @return @true on success, @false if something goes wrong (invalid
+ hostname or invalid IP address).
*/
bool Hostname(const wxString& hostname);
/**
Returns the hostname which matches the IP address.
*/
- wxString Hostname();
+ virtual wxString Hostname() const;
/**
Returns a wxString containing the IP address in dot quad (127.0.0.1) format.
*/
- wxString IPAddress();
+ virtual wxString IPAddress() const;
/**
Set address to localhost (127.0.0.1).
correctly handle multi-homed hosts and avoid other small problems.
@return @true on success, @false if something went wrong.
-
*/
bool LocalHost();
Set the port to that corresponding to the specified @a service.
@return @true on success, @false if something goes wrong (invalid @a service).
-
*/
bool Service(const wxString& service);
/**
Returns the current service.
*/
- unsigned short Service();
+ unsigned short Service() const;
};
/**
@class wxSocketServer
+ @todo describe me.
+
@library{wxnet}
@category{net}
*/
@param address
Specifies the local address for the server (e.g. port number).
@param flags
- Socket flags (See wxSocketBase::SetFlags())
+ Socket flags (See wxSocketBase::SetFlags()).
*/
wxSocketServer(const wxSockAddress& address,
wxSocketFlags flags = wxSOCKET_NONE);
/**
Destructor (it doesn't close the accepted connections).
*/
- ~wxSocketServer();
+ virtual ~wxSocketServer();
/**
- Accepts an incoming connection request, and creates a new wxSocketBase object
- which represents the server-side of the connection.
+ Accepts an incoming connection request, and creates a new wxSocketBase
+ object which represents the server-side of the connection.
If @a wait is @true and there are no pending connections to be
accepted, it will wait for the next incoming connection to
- arrive. @b Warning: This will block the GUI.
+ arrive.
+
+ @warning This method will block the GUI.
If @a wait is @false, it will try to accept a pending connection
if there is one, but it will always return immediately without blocking
@param socket
Socket to be initialized
+ @param wait
+ See Accept() for more info.
- @return Returns @true on success, or @false if an error occurred or if the
- wait parameter was @false and there were no pending
- connections.
+ @return Returns @true on success, or @false if an error occurred or
+ if the wait parameter was @false and there were no pending
+ connections.
@see WaitForAccept(), wxSocketBase::SetNotify(),
wxSocketBase::Notify(), Accept()
bool AcceptWith(wxSocketBase& socket, bool wait = true);
/**
- This function waits for an incoming connection. Use it if you want to call
- Accept() or AcceptWith()
- with @e wait set to @false, to detect when an incoming connection is waiting
- to be accepted.
+ Wait for an incoming connection.
+
+ Use it if you want to call Accept() or AcceptWith() with @e wait set
+ to @false, to detect when an incoming connection is waiting to be accepted.
@param seconds
Number of seconds to wait. If -1, it will wait for the default
};
-
-/**
- @class wxIPaddress
-
- wxIPaddress is an abstract base class for all internet protocol address
- objects. Currently, only wxIPV4address is implemented. An experimental
- implementation for IPV6, wxIPV6address, is being developed.
-
- @library{wxbase}
- @category{net}
-*/
-class wxIPaddress : public wxSockAddress
-{
-public:
- /**
- Internally, this is the same as setting the IP address to @b INADDR_ANY.
-
- On IPV4 implementations, 0.0.0.0
-
- On IPV6 implementations, ::
-
- @return @true on success, @false if something went wrong.
- */
- virtual bool AnyAddress();
-
- /**
- Internally, this is the same as setting the IP address to @b INADDR_BROADCAST.
-
- On IPV4 implementations, 255.255.255.255
-
- @return @true on success, @false if something went wrong.
- */
- virtual bool BroadcastAddress();
-
- /**
- Set the address to hostname, which can be a host name or an IP-style address
- in a format dependent on implementation.
-
- @return @true on success, @false if something goes wrong (invalid
- hostname or invalid IP address).
- */
- virtual bool Hostname(const wxString& hostname);
-
- /**
- Returns the hostname which matches the IP address.
- */
- virtual wxString Hostname();
-
- /**
- Returns a wxString containing the IP address.
- */
- virtual wxString IPAddress();
-
- /**
- Determines if current address is set to localhost.
-
- @return @true if address is localhost, @false if internet address.
- */
- virtual bool IsLocalHost();
-
- /**
- Set address to localhost.
-
- On IPV4 implementations, 127.0.0.1
-
- On IPV6 implementations, ::1
-
- @return @true on success, @false if something went wrong.
- */
- virtual bool LocalHost();
-
- /**
- Set the port to that corresponding to the specified service.
-
- @return @true on success, @false if something goes wrong (invalid @a service).
- */
- virtual bool Service(const wxString& service);
-
- /**
- Set the port to that corresponding to the specified service.
-
- @return @true on success, @false if something goes wrong (invalid @a service).
- */
- virtual bool Service(unsigned short service);
-
- /**
- Returns the current service.
- */
- virtual unsigned short Service();
-};
-
-
-
/**
@class wxSocketClient
+ @todo describe me.
+
@library{wxnet}
@category{net}
*/
/**
Destructor. Please see wxSocketBase::Destroy().
*/
- ~wxSocketClient();
+ virtual ~wxSocketClient();
/**
Connects to a server using the specified address.
If @a wait is @true, Connect() will wait until the connection
- completes. @b Warning: This will block the GUI.
+ completes.
+
+ @warning This method will block the GUI.
If @a wait is @false, Connect() will try to establish the connection
and return immediately, without blocking the GUI. When used this way,
If @true, waits for the connection to complete.
@return @true if the connection is established and no error occurs.
+ If @a wait was true, and Connect() returns @false, an error
+ occurred and the connection failed.
+ If @a wait was @false, and Connect() returns @false, you should
+ still be prepared to handle the completion of this connection request,
+ either with WaitOnConnect() or by watching wxSOCKET_CONNECTION
+ and wxSOCKET_LOST events.
@see WaitOnConnect(), wxSocketBase::SetNotify(), wxSocketBase::Notify()
*/
- bool Connect(const wxSockAddress& address, bool wait = true);
+ virtual bool Connect(const wxSockAddress& address, bool wait = true);
/**
Connects to a server using the specified address.
If @true, waits for the connection to complete.
@return @true if the connection is established and no error occurs.
+ If @a wait was true, and Connect() returns @false, an error
+ occurred and the connection failed.
+ If @a wait was @false, and Connect() returns @false, you should
+ still be prepared to handle the completion of this connection request,
+ either with WaitOnConnect() or by watching wxSOCKET_CONNECTION
+ and wxSOCKET_LOST events.
@see WaitOnConnect(), wxSocketBase::SetNotify(), wxSocketBase::Notify()
*/
/**
Wait until a connection request completes, or until the specified timeout
- elapses. Use this function after issuing a call
- to Connect() with @e wait set to @false.
+ elapses. Use this function after issuing a call to Connect() with
+ @e wait set to @false.
@param seconds
Number of seconds to wait.
- If -1, it will wait for the default timeout,
- as set with wxSocketBase::SetTimeout().
- @param millisecond
+ If -1, it will wait for the default timeout, as set with wxSocketBase::SetTimeout().
+ @param milliseconds
Number of milliseconds to wait.
- @return WaitOnConnect() returns @true if the connection request completes.
- This does not necessarily mean that the connection was
- successfully established; it might also happen that the
- connection was refused by the peer. Use wxSocketBase::IsConnected()
- to distinguish between these two situations.
- @n @n If the timeout elapses, WaitOnConnect() returns @false.
- @n @n These semantics allow code like this:
- @code
- // Issue the connection request
- client->Connect(addr, false);
-
- // Wait until the request completes or until we decide to give up
- bool waitmore = true;
- while ( !client->WaitOnConnect(seconds, millis) && waitmore )
- {
- // possibly give some feedback to the user,
- // and update waitmore as needed.
- }
- bool success = client->IsConnected();
- @endcode
+ @return
+ WaitOnConnect() returns @true if the connection request completes.
+ This does not necessarily mean that the connection was
+ successfully established; it might also happen that the
+ connection was refused by the peer. Use wxSocketBase::IsConnected()
+ to distinguish between these two situations.
+ @n @n If the timeout elapses, WaitOnConnect() returns @false.
+ @n @n These semantics allow code like this:
+ @code
+ // Issue the connection request
+ client->Connect(addr, false);
+
+ // Wait until the request completes or until we decide to give up
+ bool waitmore = true;
+ while ( !client->WaitOnConnect(seconds, millis) && waitmore )
+ {
+ // possibly give some feedback to the user,
+ // and update waitmore as needed.
+ }
+ bool success = client->IsConnected();
+ @endcode
*/
bool WaitOnConnect(long seconds = -1, long milliseconds = 0);
};
/**
Default destructor.
*/
- ~wxSockAddress();
+ virtual ~wxSockAddress();
/**
Delete all informations about the address.
*/
- void Clear();
+ virtual void Clear();
/**
Returns the length of the socket address.
*/
int SockAddrLen();
+
+ /**
+ Returns the pointer to the low-level representation of the address.
+
+ This can be used to pass socket address information to a 3rd party
+ library.
+
+ @return
+ Pointer to a sockaddr-derived struct.
+ */
+ const sockaddr *GetAddressData() const;
+
+ /**
+ Returns the length of the buffer retrieved by GetAddressData().
+
+ @return
+ The size of the sockaddr-derived struct corresponding to this
+ address.
+ */
+ int GetAddressDataLen() const;
};
@class wxSocketEvent
This event class contains information about socket events.
+ This kind of events are sent to the event handler specified with
+ wxSocketBase::SetEventHandler.
@beginEventTable{wxSocketEvent}
@event{EVT_SOCKET(id, func)}
- Process a socket event, supplying the member function.
+ Process a socket event, supplying the member function.
@endEventTable
@library{wxnet}
Gets the client data of the socket which generated this event, as
set with wxSocketBase::SetClientData().
*/
- void* GetClientData();
+ void* GetClientData() const;
/**
- Returns the socket object to which this event refers to. This makes
- it possible to use the same event handler for different sockets.
+ Returns the socket object to which this event refers to.
+ This makes it possible to use the same event handler for different sockets.
*/
wxSocketBase* GetSocket() const;
/**
+ @anchor wxSocketEventFlags
+
wxSocket Event Flags.
A brief note on how to use these events:
@b wxSOCKET_REUSEADDR can also be used with socket clients to (re)bind to a
particular local port for an outgoing connection.
- This option can have surprising platform dependent behavior, so check the
+ This option can have surprising platform dependent behaviour, so check the
documentation for your platform's implementation of setsockopt().
Note that on BSD-based systems(e.g. Mac OS X), use of
wxIPaddress::BroadcastAddress().
So:
- @b wxSOCKET_NONE will try to read at least SOME data, no matter how much.
- @b wxSOCKET_NOWAIT will always return immediately, even if it cannot
- read or write ANY data.
- @b wxSOCKET_WAITALL will only return when it has read or written ALL
- the data.
- @b wxSOCKET_BLOCK has nothing to do with the previous flags and
- it controls whether the GUI blocks.
- @b wxSOCKET_REUSEADDR controls special platform-specific behavior for
- reusing local addresses/ports.
+ - @b wxSOCKET_NONE will try to read at least SOME data, no matter how much.
+ - @b wxSOCKET_NOWAIT will always return immediately, even if it cannot
+ read or write ANY data.
+ - @b wxSOCKET_WAITALL will only return when it has read or written ALL
+ the data.
+ - @b wxSOCKET_BLOCK has nothing to do with the previous flags and
+ it controls whether the GUI blocks.
+ - @b wxSOCKET_REUSEADDR controls special platform-specific behaviour for
+ reusing local addresses/ports.
*/
enum
{
wxSOCKET_NOWAIT = 1, ///< Read/write as much data as possible and return immediately.
wxSOCKET_WAITALL = 2, ///< Wait for all required data to be read/written unless an error occurs.
wxSOCKET_BLOCK = 4, ///< Block the GUI (do not yield) while reading/writing data.
- wxSOCKET_REUSEADDR = 8, ///< Allows the use of an in-use port (wxServerSocket only)
+ wxSOCKET_REUSEADDR = 8, ///< Allows the use of an in-use port.
wxSOCKET_BROADCAST = 16, ///< Switches the socket to broadcast mode
wxSOCKET_NOBIND = 32 ///< Stops the socket from being bound to a specific
///< adapter (normally used in conjunction with
/**
@class wxSocketBase
-
wxSocketBase is the base class for all socket-related objects, and it
defines all basic IO functionality.
- @b Note: (Workaround for implementation limitation for wxWidgets up to 2.5.x)
- If you want to use sockets or derived classes such as wxFTP in a secondary
- thread,
- call @b wxSocketBase::Initialize() (undocumented) from the main thread before
- creating any sockets - in wxApp::OnInit() for example.
- See http://wiki.wxwidgets.org/wiki.pl?WxSocket or
- http://www.litwindow.com/knowhow/knowhow.html for more details.
-
- @library{wxnet}
- @category{net}
+ @note
+ When using wxSocket from multiple threads, even implicitly (e.g. by using
+ wxFTP or wxHTTP in another thread) you must initialize the sockets from the
+ main thread by calling Initialize() before creating the other ones.
- <b>wxSocket events:</b>
- @beginFlagTable
- @flag{wxSOCKET_INPUT}
- There is data available for reading.
- @flag{wxSOCKET_OUTPUT}
- The socket is ready to be written to.
- @flag{wxSOCKET_CONNECTION}
- Incoming connection request (server), or successful connection
- establishment (client).
- @flag{wxSOCKET_LOST}
- The connection has been closed.
- @endFlagTable
-
- @beginEventTable{wxSocketEvent}
+ @beginEventEmissionTable{wxSocketEvent}
@event{EVT_SOCKET(id, func)}
Process a @c wxEVT_SOCKET event.
+ See @ref wxSocketEventFlags and @ref wxSocketFlags for more info.
@endEventTable
+ @library{wxnet}
+ @category{net}
+
@see wxSocketEvent, wxSocketClient, wxSocketServer, @sample{sockets},
@ref wxSocketFlags, ::wxSocketEventFlags, ::wxSocketError
*/
Do not destroy a socket using the delete operator directly;
use Destroy() instead. Also, do not create socket objects in the stack.
*/
- ~wxSocketBase();
+ virtual ~wxSocketBase();
/**
Destroys the socket safely.
*/
bool Destroy();
+ /**
+ Perform the initialization needed in order to use the sockets.
+
+ This function is called from wxSocket constructor implicitly and so
+ normally doesn't need to be called explicitly. There is however one
+ important exception: as this function must be called from the main
+ (UI) thread, if you use wxSocket from multiple threads you must call
+ Initialize() from the main thread before creating wxSocket objects in
+ the other ones.
+
+ It is safe to call this function multiple times (only the first call
+ does anything) but you must call Shutdown() exactly once for every call
+ to Initialize().
+
+ This function should only be called from the main thread.
+
+ @return
+ @true if the sockets can be used, @false if the initialization
+ failed and sockets are not available at all.
+ */
+ static bool Initialize();
+
+ /**
+ Shut down the sockets.
+
+ This function undoes the call to Initialize() and must be called after
+ every successful call to Initialize().
+
+ This function should only be called from the main thread, just as
+ Initialize().
+ */
+ static void Shutdown();
+
//@}
bool Error() const;
/**
- This function returns the local address field of the socket. The local
- address field contains the complete local address of the socket (local
- address, local port, ...).
+ Return the local address of the socket.
@return @true if no error happened, @false otherwise.
*/
- bool GetLocal(wxSockAddress& addr) const;
+ virtual bool GetLocal(wxSockAddress& addr) const;
/**
- This function returns the peer address field of the socket. The peer
- address field contains the complete peer host address of the socket
- (address, port, ...).
+ Return the peer address field of the socket.
@return @true if no error happened, @false otherwise.
*/
- bool GetPeer(wxSockAddress& addr) const;
+ virtual bool GetPeer(wxSockAddress& addr) const;
+
+ /**
+ Return the socket timeout in seconds.
+
+ The timeout can be set using SetTimeout() and is 10 minutes by default.
+ */
+ long GetTimeout() const;
/**
Returns @true if the socket is connected.
bool IsConnected() const;
/**
- This function waits until the socket is readable.
+ Check if the socket can be currently read or written.
This might mean that queued data is available for reading or, for streamed
sockets, that the connection has been closed, so that a read operation will
complete immediately without blocking (unless the @b wxSOCKET_WAITALL flag
is set, in which case the operation might still block).
*/
- bool IsData() const;
+ bool IsData();
/**
Returns @true if the socket is not connected.
cases.
@remarks
-
For wxSocketClient, IsOk() won't return @true unless the client is connected to a server.
-
For wxSocketServer, IsOk() will return @true if the server could bind to the specified address
and is already listening for new connections.
-
IsOk() does not check for IO errors; use Error() instead for that purpose.
-
*/
bool IsOk() const;
Returns the last wxSocket error. See @ref wxSocketError .
@note
-
This function merely returns the last error code,
but it should not be used to determine if an error has occurred (this
is because successful operations do not change the LastError value).
wxSocketError LastError() const;
/**
- This function restores the previous state of the socket, as saved
- with SaveState().
+ Restore the previous state of the socket, as saved with SaveState().
Calls to SaveState() and RestoreState() can be nested.
void RestoreState();
/**
- This function saves the current state of the socket in a stack. Socket
- state includes flags, as set with SetFlags(),
- event mask, as set with SetNotify() and
- Notify(), user data, as set with
- SetClientData().
+ Save the current state of the socket in a stack.
+
+ Socket state includes flags, as set with SetFlags(), event mask, as set
+ with SetNotify() and Notify(), user data, as set with SetClientData().
Calls to SaveState and RestoreState can be nested.
@see RestoreState()
//@{
/**
- This function shuts down the socket, disabling further transmission and
- reception of data; it also disables events for the socket and frees the
- associated system resources.
+ Shut down the socket, disabling further transmission and reception of
+ data and disable events for the socket and frees the associated system
+ resources.
Upon socket destruction, Close() is automatically called, so in most cases
you won't need to do it yourself, unless you explicitly want to shut down
the socket, typically to notify the peer that you are closing the connection.
@remarks
-
Although Close() immediately disables events for the socket, it is possible
that event messages may be waiting in the application's event queue.
The application must therefore be prepared to handle socket event messages even
after calling Close().
*/
- void Close();
+ virtual bool Close();
+
+ /**
+ Shuts down the writing end of the socket.
+
+ This function simply calls the standard shutdown() function on the
+ underlying socket, indicating that nothing will be written to this
+ socket any more.
+ */
+ void ShutdownOutput();
/**
- This function simply deletes all bytes in the incoming queue. This function
- always returns immediately and its operation is not affected by IO flags.
+ Delete all bytes in the incoming queue.
+
+ This function always returns immediately and its operation is not
+ affected by IO flags.
Use LastCount() to verify the number of bytes actually discarded.
If you use Error(), it will always return @false.
*/
- wxSocketBase Discard();
+ wxSocketBase& Discard();
/**
Returns current IO flags, as set with SetFlags()
socket destruction), so you don't need to use it in these cases.
@see Wait(), WaitForLost(), WaitForRead(), WaitForWrite(),
- wxSocketServer::WaitForAccept(), wxSocketClient::WaitOnConnect()
+ wxSocketServer::WaitForAccept(), wxSocketClient::WaitOnConnect()
*/
void InterruptWait();
/**
- This function peeks a buffer of @a nbytes bytes from the socket.
+ Peek into the socket by copying the next bytes which would be read by
+ Read() into the provided buffer.
- Peeking a buffer doesn't delete it from the socket input queue.
+ Peeking a buffer doesn't delete it from the socket input queue, i.e.
+ calling Read() will return the same data.
Use LastCount() to verify the number of bytes actually peeked.
@return Returns a reference to the current object.
@remarks
-
- The exact behaviour of Peek() depends on the combination of flags being used.
- For a detailed explanation, see SetFlags()
+ The exact behaviour of Peek() depends on the combination of flags being used.
+ For a detailed explanation, see SetFlags()
@see Error(), LastError(), LastCount(), SetFlags()
*/
- wxSocketBase Peek(void* buffer, wxUint32 nbytes);
+ wxSocketBase& Peek(void* buffer, wxUint32 nbytes);
/**
- This function reads a buffer of @a nbytes bytes from the socket.
+ Read up to the given number of bytes from the socket.
+
Use LastCount() to verify the number of bytes actually read.
Use Error() to determine if the operation succeeded.
@return Returns a reference to the current object.
@remarks
-
- The exact behaviour of Read() depends on the combination of flags being used.
- For a detailed explanation, see SetFlags()
+ The exact behaviour of Read() depends on the combination of flags being used.
+ For a detailed explanation, see SetFlags()
@see Error(), LastError(), LastCount(),
SetFlags()
*/
- wxSocketBase Read(void* buffer, wxUint32 nbytes);
+ wxSocketBase& Read(void* buffer, wxUint32 nbytes);
/**
- This function reads a buffer sent by WriteMsg()
- on a socket. If the buffer passed to the function isn't big enough, the
- remaining bytes will be discarded. This function always waits for the
- buffer to be entirely filled, unless an error occurs.
+ Receive a message sent by WriteMsg().
+
+ If the buffer passed to the function isn't big enough, the remaining
+ bytes will be discarded. This function always waits for the buffer to
+ be entirely filled, unless an error occurs.
Use LastCount() to verify the number of bytes actually read.
@return Returns a reference to the current object.
@remarks
-
- ReadMsg() will behave as if the @b wxSOCKET_WAITALL flag was always set
- and it will always ignore the @b wxSOCKET_NOWAIT flag. The exact behaviour
- of ReadMsg() depends on the @b wxSOCKET_BLOCK flag.
- For a detailed explanation, see SetFlags().
+ ReadMsg() will behave as if the @b wxSOCKET_WAITALL flag was always set
+ and it will always ignore the @b wxSOCKET_NOWAIT flag.
+ The exact behaviour of ReadMsg() depends on the @b wxSOCKET_BLOCK flag.
+ For a detailed explanation, see SetFlags().
@see Error(), LastError(), LastCount(), SetFlags(), WriteMsg()
*/
- wxSocketBase ReadMsg(void* buffer, wxUint32 nbytes);
+ wxSocketBase& ReadMsg(void* buffer, wxUint32 nbytes);
/**
Use SetFlags to customize IO operation for this socket.
+
The @a flags parameter may be a combination of flags ORed together.
- The following flags can be used:
+ Notice that not all combinations of flags affecting the IO calls
+ (Read() and Write()) make sense, e.g. @b wxSOCKET_NOWAIT can't be
+ combined with @b wxSOCKET_WAITALL nor with @b wxSOCKET_BLOCK.
+ The following flags can be used:
@beginFlagTable
@flag{wxSOCKET_NONE}
- Normal functionality.
+ Default mode: the socket will read some data in the IO calls and
+ will process events to avoid blocking UI while waiting for the data
+ to become available.
@flag{wxSOCKET_NOWAIT}
- Read/write as much data as possible and return immediately.
+ Don't wait for the socket to become ready in IO calls, read as much
+ data as is available -- potentially 0 bytes -- and return
+ immediately.
@flag{wxSOCKET_WAITALL}
- Wait for all required data to be read/written unless an error occurs.
+ Don't return before the entire amount of data specified in IO calls
+ is read or written unless an error occurs. If this flag is not
+ specified, the IO calls return as soon as any amount of data, even
+ less than the total number of bytes, is processed.
@flag{wxSOCKET_BLOCK}
- Block the GUI (do not yield) while reading/writing data.
+ Don't process the UI events while waiting for the socket to become
+ ready. This means that UI will be unresponsive during socket IO.
@flag{wxSOCKET_REUSEADDR}
Allows the use of an in-use port (wxServerSocket only).
@flag{wxSOCKET_BROADCAST}
void SetFlags(wxSocketFlags flags);
/**
- This function allows you to set the local address and port,
- useful when an application needs to reuse a particular port. When
- a local port is set for a wxSocketClient,
- @b bind() will be called before @b connect().
+ Set the local address and port to use.
+
+ This function must always be called for the server sockets but may also
+ be called for client sockets, if it is, @b bind() is called before @b
+ connect().
*/
- bool SetLocal(const wxIPV4address& local);
+ virtual bool SetLocal(const wxIPV4address& local);
/**
- This function sets the default socket timeout in seconds. This timeout
- applies to all IO calls, and also to the Wait() family
- of functions if you don't specify a wait interval. Initially, the default
+ Set the default socket timeout in seconds.
+
+ This timeout applies to all IO calls, and also to the Wait() family of
+ functions if you don't specify a wait interval. Initially, the default
timeout is 10 minutes.
*/
- void SetTimeout(int seconds);
+ void SetTimeout(long seconds);
/**
- This function unreads a buffer. That is, the data in the buffer is put back
- in the incoming queue. This function is not affected by wxSocket flags.
+ Put the specified data into the input queue.
+
+ The data in the buffer will be returned by the next call to Read().
+
+ This function is not affected by wxSocket flags.
If you use LastCount(), it will always return @a nbytes.
@see Error(), LastCount(), LastError()
*/
- wxSocketBase Unread(const void* buffer, wxUint32 nbytes);
+ wxSocketBase& Unread(const void* buffer, wxUint32 nbytes);
/**
- This function waits until any of the following conditions is @true:
+ Wait for any socket event.
+ Possible socket events are:
@li The socket becomes readable.
@li The socket becomes writable.
@li An ongoing connection request has completed (wxSocketClient only)
@li An incoming connection request has arrived (wxSocketServer only)
@li The connection has been closed.
- Note that it is recommended to use the individual Wait functions
- to wait for the required condition, instead of this one.
+ Note that it is recommended to use the individual @b WaitForXXX()
+ functions to wait for the required condition, instead of this one.
@param seconds
Number of seconds to wait.
@param millisecond
Number of milliseconds to wait.
- @return Returns @true when any of the above conditions is satisfied,
- @false if the timeout was reached.
+ @return
+ @true when any of the above conditions is satisfied or @false if the
+ timeout was reached.
@see InterruptWait(), wxSocketServer::WaitForAccept(),
WaitForLost(), WaitForRead(),
bool Wait(long seconds = -1, long millisecond = 0);
/**
- This function waits until the connection is lost. This may happen if
- the peer gracefully closes the connection or if the connection breaks.
+ Wait until the connection is lost.
+
+ This may happen if the peer gracefully closes the connection or if the
+ connection breaks.
@param seconds
Number of seconds to wait.
Number of milliseconds to wait.
@return Returns @true if the connection was lost, @false if the timeout
- was reached.
+ was reached.
@see InterruptWait(), Wait()
*/
bool WaitForLost(long seconds = -1, long millisecond = 0);
/**
- This function waits until the socket is readable.
+ Wait until the socket is readable.
This might mean that queued data is available for reading or, for streamed
sockets, that the connection has been closed, so that a read operation will
complete immediately without blocking (unless the @b wxSOCKET_WAITALL flag
is set, in which case the operation might still block).
+ Notice that this function should not be called if there is already data
+ available for reading on the socket.
+
@param seconds
Number of seconds to wait.
If -1, it will wait for the default timeout,
bool WaitForRead(long seconds = -1, long millisecond = 0);
/**
- This function waits until the socket becomes writable.
+ Wait until the socket becomes writable.
This might mean that the socket is ready to send new data, or for streamed
sockets, that the connection has been closed, so that a write operation is
guaranteed to complete immediately (unless the @b wxSOCKET_WAITALL flag is set,
in which case the operation might still block).
+ Notice that this function should not be called if the socket is already
+ writable.
+
@param seconds
Number of seconds to wait.
If -1, it will wait for the default timeout,
bool WaitForWrite(long seconds = -1, long millisecond = 0);
/**
- This function writes a buffer of @a nbytes bytes to the socket.
+ Write up to the given number of bytes to the socket.
Use LastCount() to verify the number of bytes actually written.
@see Error(), LastError(), LastCount(), SetFlags()
*/
- wxSocketBase Write(const void* buffer, wxUint32 nbytes);
+ wxSocketBase& Write(const void* buffer, wxUint32 nbytes);
/**
- This function writes a buffer of @a nbytes bytes from the socket, but it
- writes a short header before so that ReadMsg() knows how much data should
- it actually read. So, a buffer sent with WriteMsg() MUST be read with ReadMsg().
+ Sends a buffer which can be read using ReadMsg().
+
+ WriteMsg() sends a short header before the data so that ReadMsg()
+ knows how much data should be actually read.
- This function always waits for the entire buffer to be sent, unless an error occurs.
+ This function always waits for the entire buffer to be sent, unless an
+ error occurs.
Use LastCount() to verify the number of bytes actually written.
@see Error(), LastError(), LastCount(), SetFlags(), ReadMsg()
*/
- wxSocketBase WriteMsg(const void* buffer, wxUint32 nbytes);
+ wxSocketBase& WriteMsg(const void* buffer, wxUint32 nbytes);
//@}
/**
@class wxDatagramSocket
+ @todo docme
+
@library{wxnet}
@category{net}
*/
/**
Constructor.
+ @param addr
+ The socket address.
@param flags
- Socket flags (See wxSocketBase::SetFlags())
+ Socket flags (See wxSocketBase::SetFlags()).
*/
- wxDatagramSocket(wxSocketFlags flags = wxSOCKET_NONE);
+ wxDatagramSocket(const wxSockAddress& addr,
+ wxSocketFlags flags = wxSOCKET_NONE);
/**
Destructor. Please see wxSocketBase::Destroy().
*/
- ~wxDatagramSocket();
+ virtual ~wxDatagramSocket();
/**
- This function reads a buffer of @a nbytes bytes from the socket.
- Use wxSocketBase::LastCount() to verify the number of bytes actually read.
- Use wxSocketBase::Error() to determine if the operation succeeded.
-
- @param address
- Any address - will be overwritten with the address of the peer that sent
- that data.
- @param buffer
- Buffer where to put read data.
- @param nbytes
- Number of bytes.
-
- @return Returns a reference to the current object, and the address of
- the peer that sent the data on address param.
+ Write a buffer of @a nbytes bytes to the socket.
- @see wxSocketBase::LastError(), wxSocketBase::SetFlags()
- */
- wxDatagramSocket ReceiveFrom(wxSockAddress& address,
- void* buffer, wxUint32 nbytes);
-
- /**
- This function writes a buffer of @a nbytes bytes to the socket.
Use wxSocketBase::LastCount() to verify the number of bytes actually wrote.
Use wxSocketBase::Error() to determine if the operation succeeded.
@see wxSocketBase::LastError(), wxSocketBase::SetFlags()
*/
- wxDatagramSocket SendTo(const wxSockAddress& address,
- const void* buffer, wxUint32 nbytes);
+ wxDatagramSocket& SendTo(const wxSockAddress& address,
+ const void* buffer, wxUint32 nbytes);
};