/////////////////////////////////////////////////////////////////////////////
// Name: socket.h
-// Purpose: interface of wxIPV4address
+// Purpose: interface of wxIP*address, wxSocket* classes
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/**
@class wxIPV4address
- @wxheader{socket.h}
+ A class for working with IPv4 network addresses.
@library{wxbase}
@category{net}
{
public:
/**
- Set address to any of the addresses of the current machine. Whenever
- possible, use this function instead of LocalHost(),
+ Set address to any of the addresses of the current machine.
+
+ Whenever possible, use this function instead of LocalHost(),
as this correctly handles multi-homed hosts and avoids other small
problems. Internally, this is the same as setting the IP address
to @b INADDR_ANY.
- @return Returns @true on success, @false if something went wrong.
+ @return @true on success, @false if something went wrong.
*/
bool AnyAddress();
- //@{
/**
- Returns the hostname which matches the IP address.
+ 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>).
+
+ @return @true on success, @false if something goes wrong (invalid
+ hostname or invalid IP address).
*/
bool Hostname(const wxString& hostname);
- Return value wxString Hostname();
- //@}
+
+ /**
+ Returns the hostname which matches the IP address.
+ */
+ 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). Whenever possible, use the
- AnyAddress(),
- function instead of this one, as this will correctly handle multi-homed
- hosts and avoid other small problems.
+ Set address to localhost (127.0.0.1).
+
+ Whenever possible, use AnyAddress() instead of this one, as that one will
+ correctly handle multi-homed hosts and avoid other small problems.
+
+ @return @true on success, @false if something went wrong.
*/
bool LocalHost();
- //@{
/**
- Returns the current service.
+ 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);
- Return value bool Service(unsigned short service);
- Return value unsigned short Service();
- //@}
+
+ /**
+ 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(unsigned short service) = 0;
+
+ /**
+ Returns the current service.
+ */
+ unsigned short Service() const = 0;
};
/**
@class wxSocketServer
- @wxheader{socket.h}
+ @todo describe me.
@library{wxnet}
@category{net}
-
- @see wxSocketServer::WaitForAccept, wxSocketBase::SetNotify,
- wxSocketBase::Notify, wxSocketServer::AcceptWith
*/
class wxSocketServer : public wxSocketBase
{
public:
/**
Constructs a new server and tries to bind to the specified @e address.
- Before trying to accept new connections, test whether it succeeded with
- @ref wxSocketBase::isok wxSocketBase:IsOk.
+
+ Before trying to accept new connections, remember to test whether it succeeded
+ with wxSocketBase:IsOk().
@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
- the GUI. If you want to use Accept in this way, you can either check for
- incoming connections with WaitForAccept()
- or catch @b wxSOCKET_CONNECTION events, then call Accept once you know
- that there is an incoming connection waiting to be accepted.
+ the GUI. If you want to use Accept() in this way, you can either check for
+ incoming connections with WaitForAccept() or catch @b wxSOCKET_CONNECTION events,
+ then call Accept() once you know that there is an incoming connection waiting
+ to be accepted.
@return Returns an opened socket connection, or @NULL if an error
- occurred or if the wait parameter was @false and there
- were no pending connections.
+ occurred or if the wait parameter was @false and there
+ were no pending connections.
- @see WaitForAccept(), wxSocketBase::SetNotify,
- wxSocketBase::Notify, AcceptWith()
+ @see WaitForAccept(), wxSocketBase::SetNotify(),
+ wxSocketBase::Notify(), AcceptWith()
*/
wxSocketBase* Accept(bool wait = true);
@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.
+ 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.
@param seconds
- Number of seconds to wait.
- If -1, it will wait for the default timeout,
- as set with SetTimeout.
+ Number of seconds to wait. If -1, it will wait for the default
+ timeout, as set with wxSocketBase::SetTimeout().
@param millisecond
Number of milliseconds to wait.
- @return Returns @true if an incoming connection arrived, @false if the
- timeout elapsed.
+ @return @true if an incoming connection arrived, @false if the timeout
+ elapsed.
+
+ @see Accept(), AcceptWith(), wxSocketBase::InterruptWait()
*/
bool WaitForAccept(long seconds = -1, long millisecond = 0);
};
/**
@class wxIPaddress
- @wxheader{socket.h}
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.
+ objects. Currently, only wxIPV4address is implemented. An experimental
+ implementation for IPV6, wxIPV6address, is being developed.
@library{wxbase}
@category{net}
{
public:
/**
- Internally, this is the same as setting the IP address
- to @b INADDR_ANY.
+ 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 Returns @true on success, @false if something went wrong.
+ @return @true on success, @false if something went wrong.
*/
- virtual bool AnyAddress();
+ virtual bool AnyAddress() = 0;
/**
- Internally, this is the same as setting the IP address
- to @b INADDR_BROADCAST.
+ Internally, this is the same as setting the IP address to @b INADDR_BROADCAST.
+
On IPV4 implementations, 255.255.255.255
- @return Returns @true on success, @false if something went wrong.
+ @return @true on success, @false if something went wrong.
*/
- virtual bool BroadcastAddress();
+ 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).
+ */
+ virtual bool Hostname(const wxString& hostname) = 0;
- //@{
/**
Returns the hostname which matches the IP address.
*/
- virtual bool Hostname(const wxString& hostname);
- Return value virtual wxString Hostname();
- //@}
+ virtual wxString Hostname() const = 0;
/**
Returns a wxString containing the IP address.
*/
- virtual wxString IPAddress();
+ 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();
+ virtual bool IsLocalHost() const = 0;
/**
Set address to localhost.
+
On IPV4 implementations, 127.0.0.1
+
On IPV6 implementations, ::1
- @return Returns @true on success, @false if something went wrong.
+ @return @true on success, @false if something went wrong.
*/
- virtual bool LocalHost();
+ virtual bool LocalHost() = 0;
+
+ /**
+ 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) = 0;
+
+ /**
+ 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) = 0;
- //@{
/**
Returns the current service.
*/
- virtual bool Service(const wxString& service);
- Return value virtual bool Service(unsigned short service);
- Return value virtual unsigned short Service();
- //@}
+ virtual unsigned short Service() const = 0;
};
/**
@class wxSocketClient
- @wxheader{socket.h}
+ @todo describe me.
@library{wxnet}
@category{net}
-
- @see wxSocketClient::WaitOnConnect, wxSocketBase::SetNotify,
- wxSocketBase::Notify
*/
class wxSocketClient : public wxSocketBase
{
Constructor.
@param flags
- Socket flags (See wxSocketBase::SetFlags)
+ Socket flags (See wxSocketBase::SetFlags())
*/
wxSocketClient(wxSocketFlags flags = wxSOCKET_NONE);
/**
- Destructor. Please see wxSocketBase::Destroy.
+ 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.
+
+ @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,
+ even if Connect() returns @false, the connection request can be
+ completed later. To detect this, use WaitOnConnect(), or catch
+ @b wxSOCKET_CONNECTION events (for successful establishment) and
+ @b wxSOCKET_LOST events (for connection failure).
+
+ @param address
+ Address of the server.
+ @param wait
+ 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()
+ */
+ virtual bool Connect(const wxSockAddress& address, bool wait = true);
- //@{
/**
Connects to a server using the specified address.
- If @a wait is @true, Connect will wait until the connection
+
+ If @a wait is @true, Connect() will wait until the connection
completes. @b Warning: This 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, even if
- Connect returns @false, the connection request can be completed later.
- To detect this, use WaitOnConnect(),
- or catch @b wxSOCKET_CONNECTION events (for successful establishment)
- and @b wxSOCKET_LOST events (for connection failure).
+
+ If @a wait is @false, Connect() will try to establish the connection
+ and return immediately, without blocking the GUI. When used this way,
+ even if Connect() returns @false, the connection request can be
+ completed later. To detect this, use WaitOnConnect(), or catch
+ @b wxSOCKET_CONNECTION events (for successful establishment) and
+ @b wxSOCKET_LOST events (for connection failure).
@param address
Address of the server.
@param local
Bind to the specified local address and port before connecting.
- The local address and port can also be set using SetLocal,
- and then using the 2-parameter Connect method.
+ The local address and port can also be set using SetLocal(),
+ and then using the 2-parameter Connect() method.
@param wait
If @true, waits for the connection to complete.
- @return Returns @true if the connection is established and no error
- occurs.
+ @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
+ @see WaitOnConnect(), wxSocketBase::SetNotify(), wxSocketBase::Notify()
*/
- bool Connect(wxSockAddress& address, bool wait = true);
- bool Connect(wxSockAddress& address, wxSockAddress& local,
+ bool Connect(const wxSockAddress& address, const wxSockAddress& local,
bool wait = true);
- //@}
/**
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 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 IsConnected to
- distinguish between these two situations.
+ @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);
};
/**
@class wxSockAddress
- @wxheader{socket.h}
You are unlikely to need to use this class: only wxSocketBase uses it.
@library{wxbase}
- @category{FIXME}
+ @category{net}
@see wxSocketBase, wxIPaddress, wxIPV4address
*/
/**
Default destructor.
*/
- ~wxSockAddress();
+ virtual ~wxSockAddress();
/**
Delete all informations about the address.
*/
- void Clear();
+ virtual void Clear();
/**
Returns the length of the socket address.
/**
@class wxSocketEvent
- @wxheader{socket.h}
This event class contains information about socket events.
+ @beginEventTable{wxSocketEvent}
+ @event{EVT_SOCKET(id, func)}
+ Process a socket event, supplying the member function.
+ @endEventTable
+
@library{wxnet}
@category{net}
/**
Gets the client data of the socket which generated this event, as
- set with wxSocketBase::SetClientData.
+ 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;
};
+/**
+ wxSocket error return values.
+*/
+enum wxSocketError
+{
+ wxSOCKET_NOERROR, ///< No error happened.
+ wxSOCKET_INVOP, ///< Invalid operation.
+ wxSOCKET_IOERR, ///< Input/Output error.
+ wxSOCKET_INVADDR, ///< Invalid address passed to wxSocket.
+ wxSOCKET_INVSOCK, ///< Invalid socket (uninitialized).
+ wxSOCKET_NOHOST, ///< No corresponding host.
+ wxSOCKET_INVPORT, ///< Invalid port.
+ wxSOCKET_WOULDBLOCK, ///< The socket is non-blocking and the operation would block.
+ wxSOCKET_TIMEDOUT, ///< The timeout for this operation expired.
+ wxSOCKET_MEMERR ///< Memory exhausted.
+};
+
+
+/**
+ @anchor wxSocketEventFlags
+
+ wxSocket Event Flags.
+
+ A brief note on how to use these events:
+
+ The @b wxSOCKET_INPUT event will be issued whenever there is data available
+ for reading. This will be the case if the input queue was empty and new data
+ arrives, or if the application has read some data yet there is still more data
+ available. This means that the application does not need to read all available
+ data in response to a @b wxSOCKET_INPUT event, as more events will be produced
+ as necessary.
+
+ The @b wxSOCKET_OUTPUT event is issued when a socket is first connected with
+ Connect() or accepted with Accept(). After that, new events will be generated
+ only after an output operation fails with @b wxSOCKET_WOULDBLOCK and buffer space
+ becomes available again. This means that the application should assume that it can
+ write data to the socket until an @b wxSOCKET_WOULDBLOCK error occurs; after this,
+ whenever the socket becomes writable again the application will be notified with
+ another @b wxSOCKET_OUTPUT event.
+
+ The @b wxSOCKET_CONNECTION event is issued when a delayed connection request completes
+ successfully (client) or when a new connection arrives at the incoming queue (server).
+
+ The @b wxSOCKET_LOST event is issued when a close indication is received for the socket.
+ This means that the connection broke down or that it was closed by the peer. Also, this
+ event will be issued if a connection request fails.
+*/
+enum wxSocketEventFlags
+{
+ wxSOCKET_INPUT, ///< There is data available for reading.
+ wxSOCKET_OUTPUT, ///< The socket is ready to be written to.
+ wxSOCKET_CONNECTION, ///< Incoming connection request (server), or
+ ///< successful connection establishment (client).
+ wxSOCKET_LOST ///< The connection has been closed.
+};
+
+
+/**
+ @anchor wxSocketFlags
+
+ wxSocket Flags.
+
+ A brief overview on how to use these flags follows.
+
+ If no flag is specified (this is the same as @b wxSOCKET_NONE),
+ IO calls will return after some data has been read or written, even
+ when the transfer might not be complete. This is the same as issuing
+ exactly one blocking low-level call to @b recv() or @b send(). Note
+ that @e blocking here refers to when the function returns, not
+ to whether the GUI blocks during this time.
+
+ If @b wxSOCKET_NOWAIT is specified, IO calls will return immediately.
+ Read operations will retrieve only available data. Write operations will
+ write as much data as possible, depending on how much space is available
+ in the output buffer. This is the same as issuing exactly one nonblocking
+ low-level call to @b recv() or @b send(). Note that @e nonblocking here
+ refers to when the function returns, not to whether the GUI blocks during
+ this time.
+
+ If @b wxSOCKET_WAITALL is specified, IO calls won't return until ALL
+ the data has been read or written (or until an error occurs), blocking if
+ necessary, and issuing several low level calls if necessary. This is the
+ same as having a loop which makes as many blocking low-level calls to
+ @b recv() or @b send() as needed so as to transfer all the data. Note
+ that @e blocking here refers to when the function returns, not
+ to whether the GUI blocks during this time.
+
+ The @b wxSOCKET_BLOCK flag controls whether the GUI blocks during
+ IO operations. If this flag is specified, the socket will not yield
+ during IO calls, so the GUI will remain blocked until the operation
+ completes. If it is not used, then the application must take extra
+ care to avoid unwanted reentrance.
+
+ The @b wxSOCKET_REUSEADDR flag controls the use of the @b SO_REUSEADDR standard
+ @b setsockopt() flag. This flag allows the socket to bind to a port that is
+ already in use. This is mostly used on UNIX-based systems to allow rapid starting
+ and stopping of a server, otherwise you may have to wait several minutes for the
+ port to become available.
+
+ @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
+ documentation for your platform's implementation of setsockopt().
+
+ Note that on BSD-based systems(e.g. Mac OS X), use of
+ @b wxSOCKET_REUSEADDR implies @b SO_REUSEPORT in addition to
+ @b SO_REUSEADDR to be consistent with Windows.
+
+ The @b wxSOCKET_BROADCAST flag controls the use of the @b SO_BROADCAST standard
+ @b setsockopt() flag. This flag allows the socket to use the broadcast address,
+ and is generally used in conjunction with @b wxSOCKET_NOBIND and
+ 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.
+*/
+enum
+{
+ wxSOCKET_NONE = 0, ///< Normal functionality.
+ 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_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
+ ///< @b wxSOCKET_BROADCAST)
+};
+
/**
@class wxSocketBase
- @wxheader{socket.h}
wxSocketBase is the base class for all socket-related objects, and it
defines all basic IO functionality.
- Note: (Workaround for implementation limitation for wxWidgets up to 2.5.x)
+ @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 wxSocketBase::Initialize() (undocumented) from the main thread before
- creating
- any sockets - in wxApp::OnInit for example.
+ 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.
+ @beginEventTable{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, @ref overview_samplesockets
- "Sockets sample"
+ @see wxSocketEvent, wxSocketClient, wxSocketServer, @sample{sockets},
+ @ref wxSocketFlags, ::wxSocketEventFlags, ::wxSocketError
*/
class wxSocketBase : public wxObject
{
public:
- /**
- Default constructor. Don't use it directly; instead, use
- wxSocketClient to construct a socket client, or
- wxSocketServer to construct a socket server.
- */
- wxSocketBase();
/**
- Destructor. Do not destroy a socket using the delete operator directly;
- use Destroy() instead. Also, do not create
- socket objects in the stack.
+ @name Construction and Destruction
*/
- ~wxSocketBase();
+ //@{
/**
- Functions that perform basic IO functionality.
- Close()
-
- Discard()
-
- Peek()
-
- Read()
-
- ReadMsg()
-
- Unread()
-
- Write()
-
- WriteMsg()
- Functions that perform a timed wait on a certain IO condition.
- InterruptWait()
-
- Wait()
-
- WaitForLost()
-
- WaitForRead()
-
- WaitForWrite()
-
- and also:
- wxSocketServer::WaitForAccept
-
- wxSocketClient::WaitOnConnect
- Functions that allow applications to customize socket IO as needed.
- GetFlags()
-
- SetFlags()
-
- SetTimeout()
+ Default constructor.
- SetLocal()
+ Don't use it directly; instead, use wxSocketClient to construct a socket client,
+ or wxSocketServer to construct a socket server.
*/
-
+ wxSocketBase();
/**
- 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. 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.
+ Destructor.
+
+ Do not destroy a socket using the delete operator directly;
+ use Destroy() instead. Also, do not create socket objects in the stack.
*/
- void Close();
+ ~wxSocketBase();
/**
- @ref construct() wxSocketBase
-
- @ref destruct() ~wxSocketBase
+ Destroys the socket safely.
- Destroy()
- */
+ Use this function instead of the delete operator, since otherwise socket events
+ could reach the application even after the socket has been destroyed. To prevent
+ this problem, this function appends the wxSocket to a list of object to be deleted
+ on idle time, after all events have been processed. For the same reason, you should
+ avoid creating socket objects in the stack.
-
- /**
- Destroys the socket safely. Use this function instead of the delete operator,
- since otherwise socket events could reach the application even after the
- socket has been destroyed. To prevent this problem, this function appends
- the wxSocket to a list of object to be deleted on idle time, after all
- events have been processed. For the same reason, you should avoid creating
- socket objects in the stack.
- Destroy calls Close() automatically.
+ Destroy() calls Close() automatically.
@return Always @true.
*/
bool Destroy();
+ //@}
+
+
/**
- This function simply deletes 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.
+ @name Socket State
*/
- wxSocketBase Discard();
+ //@{
/**
Returns @true if an error occurred in the last IO operation.
+
Use this function to check for an error condition after one of the
- following calls: Discard, Peek, Read, ReadMsg, Unread, Write, WriteMsg.
+ following calls: Discard(), Peek(), Read(), ReadMsg(), Unread(), Write(), WriteMsg().
*/
bool Error() const;
- /**
- Returns a pointer of the client data for this socket, as set with
- SetClientData()
- */
- void* GetClientData() const;
-
- /**
- Returns current IO flags, as set with SetFlags()
- */
- wxSocketFlags GetFlags() const;
-
/**
This function returns the local address field of the socket. The local
address field contains the complete local address of the socket (local
bool GetPeer(wxSockAddress& addr) const;
/**
- Functions that allow applications to receive socket events.
- Notify()
+ Return the socket timeout in seconds.
- SetNotify()
-
- GetClientData()
-
- SetClientData()
-
- SetEventHandler()
- */
-
-
- /**
- Use this function to interrupt any wait operation currently in progress.
- Note that this is not intended as a regular way to interrupt a Wait call,
- but only as an escape mechanism for exceptional situations where it is
- absolutely necessary to use it, for example to abort an operation due to
- some exception or abnormal problem. InterruptWait is automatically called
- when you Close() a socket (and thus also upon
- socket destruction), so you don't need to use it in these cases.
- Wait(),
- wxSocketServer::WaitForAccept,
- WaitForLost(),
- WaitForRead(),
- WaitForWrite(),
- wxSocketClient::WaitOnConnect
- */
- void InterruptWait();
+ 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. 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
+ This function waits 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).
*/
bool IsData() const;
/**
Returns @true if the socket is initialized and ready and @false in other
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 number of bytes read or written by the last IO call.
+
Use this function to get the number of bytes actually transferred
- after using one of the following IO calls: Discard, Peek, Read,
- ReadMsg, Unread, Write, WriteMsg.
+ after using one of the following IO calls: Discard(), Peek(), Read(),
+ ReadMsg(), Unread(), Write(), WriteMsg().
*/
wxUint32 LastCount() const;
/**
- Returns the last wxSocket error. See @ref overview_wxsocketbase "wxSocket
- errors".
- Please note that this function merely returns the last error code,
+ 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).
- Use Error() first, in order to determine
- if the last IO call failed. If this returns @true, use LastError
- to discover the cause of the error.
+ Use Error() first, in order to determine if the last IO call failed.
+ If this returns @true, use LastError() to discover the cause of the error.
*/
wxSocketError LastError() const;
/**
- According to the @a notify value, this function enables
- or disables socket events. If @a notify is @true, the events
- configured with SetNotify() will
- be sent to the application. If @a notify is @false; no events
- will be sent.
+ This function restores the previous state of the socket, as saved
+ with SaveState().
+
+ Calls to SaveState() and RestoreState() can be nested.
+
+ @see SaveState()
*/
- void Notify(bool notify);
+ 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().
+ Calls to SaveState and RestoreState can be nested.
+
+ @see RestoreState()
+ */
+ void SaveState();
+
+ //@}
+
+
+ /**
+ @name Basic I/O
+
+ See also: wxSocketServer::WaitForAccept(), wxSocketClient::WaitOnConnect()
+ */
+ //@{
+
+ /**
+ 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.
+
+ 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();
+
+ /**
+ This function simply deletes 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();
+
+ /**
+ Returns current IO flags, as set with SetFlags()
+ */
+ wxSocketFlags GetFlags() const;
+
+ /**
+ Use this function to interrupt any wait operation currently in progress.
+
+ Note that this is not intended as a regular way to interrupt a Wait call,
+ but only as an escape mechanism for exceptional situations where it is
+ absolutely necessary to use it, for example to abort an operation due to
+ some exception or abnormal problem. InterruptWait is automatically called
+ when you Close() a socket (and thus also upon
+ socket destruction), so you don't need to use it in these cases.
+
+ @see Wait(), WaitForLost(), WaitForRead(), WaitForWrite(),
+ wxSocketServer::WaitForAccept(), wxSocketClient::WaitOnConnect()
+ */
+ void InterruptWait();
/**
This function peeks a buffer of @a nbytes bytes from the socket.
+
Peeking a buffer doesn't delete it from the socket input queue.
+
Use LastCount() to verify the number of bytes actually peeked.
+
Use Error() to determine if the operation succeeded.
@param buffer
@return Returns a reference to the current object.
- @see Error(), LastError(), LastCount(),
- SetFlags()
+ @remarks
+ 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);
@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()
+
@see Error(), LastError(), LastCount(),
SetFlags()
*/
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.
+
Use LastCount() to verify the number of bytes actually read.
+
Use Error() to determine if the operation succeeded.
@param buffer
@return Returns a reference to the current object.
- @see Error(), LastError(), LastCount(),
- SetFlags(), WriteMsg()
- */
- wxSocketBase ReadMsg(void* buffer, wxUint32 nbytes);
-
- /**
- This function restores the previous state of the socket, as saved
- with SaveState()
- Calls to SaveState and RestoreState can be nested.
-
- @see SaveState()
- */
- 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().
- Calls to SaveState and RestoreState can be nested.
-
- @see RestoreState()
- */
- void SaveState();
-
- /**
- Sets user-supplied client data for this socket. All socket events will
- contain a pointer to this data, which can be retrieved with
- the wxSocketEvent::GetClientData function.
- */
- void SetClientData(void* data);
-
- /**
- Sets an event handler to be called when a socket event occurs. The
- handler will be called for those events for which notification is
- enabled with SetNotify() and
- Notify().
-
- @param handler
- Specifies the event handler you want to use.
- @param id
- The id of socket event.
+ @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().
- @see SetNotify(), Notify(), wxSocketEvent, wxEvtHandler
+ @see Error(), LastError(), LastCount(), SetFlags(), WriteMsg()
*/
- void SetEventHandler(wxEvtHandler& handler, int id = -1);
+ 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:
- @b wxSOCKET_NONE
-
- Normal functionality.
-
- @b wxSOCKET_NOWAIT
-
- Read/write as much data as possible and return immediately.
-
- @b wxSOCKET_WAITALL
-
- Wait for all required data to be read/written unless an error occurs.
-
- @b wxSOCKET_BLOCK
-
- Block the GUI (do not yield) while reading/writing data.
-
- @b wxSOCKET_REUSEADDR
-
- Allows the use of an in-use port (wxServerSocket only)
-
- @b wxSOCKET_BROADCAST
-
- Switches the socket to broadcast mode
-
- @b wxSOCKET_NOBIND
-
- Stops the socket from being bound to a specific adapter (normally used in
- conjunction with @b wxSOCKET_BROADCAST)
-
- A brief overview on how to use these flags follows.
- If no flag is specified (this is the same as @b wxSOCKET_NONE),
- IO calls will return after some data has been read or written, even
- when the transfer might not be complete. This is the same as issuing
- exactly one blocking low-level call to recv() or send(). Note
- that @e blocking here refers to when the function returns, not
- to whether the GUI blocks during this time.
- If @b wxSOCKET_NOWAIT is specified, IO calls will return immediately.
- Read operations will retrieve only available data. Write operations will
- write as much data as possible, depending on how much space is available
- in the output buffer. This is the same as issuing exactly one nonblocking
- low-level call to recv() or send(). Note that @e nonblocking here
- refers to when the function returns, not to whether the GUI blocks during
- this time.
- If @b wxSOCKET_WAITALL is specified, IO calls won't return until ALL
- the data has been read or written (or until an error occurs), blocking if
- necessary, and issuing several low level calls if necessary. This is the
- same as having a loop which makes as many blocking low-level calls to
- recv() or send() as needed so as to transfer all the data. Note
- that @e blocking here refers to when the function returns, not
- to whether the GUI blocks during this time.
- The @b wxSOCKET_BLOCK flag controls whether the GUI blocks during
- IO operations. If this flag is specified, the socket will not yield
- during IO calls, so the GUI will remain blocked until the operation
- completes. If it is not used, then the application must take extra
- care to avoid unwanted reentrance.
- The @b wxSOCKET_REUSEADDR flag controls the use of the SO_REUSEADDR standard
- setsockopt() flag. This flag allows the socket to bind to a port that is
- already in use.
- This is mostly used on UNIX-based systems to allow rapid starting and stopping
- of a server -
- otherwise you may have to wait several minutes for the port to become available.
- 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
- documentation for
- your platform's implementation of setsockopt(). Note that on BSD-based systems
- (e.g. Mac OS X),
- use of wxSOCKET_REUSEADDR implies SO_REUSEPORT in addition to SO_REUSEADDR to
- be consistent
- with Windows.
- The @b wxSOCKET_BROADCAST flag controls the use of the SO_BROADCAST standard
- setsockopt() flag. This flag allows the socket to use the broadcast address,
- and is generally
- used in conjunction with @b wxSOCKET_NOBIND and 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.
+ @beginFlagTable
+ @flag{wxSOCKET_NONE}
+ Normal functionality.
+ @flag{wxSOCKET_NOWAIT}
+ Read/write as much data as possible and return immediately.
+ @flag{wxSOCKET_WAITALL}
+ Wait for all required data to be read/written unless an error occurs.
+ @flag{wxSOCKET_BLOCK}
+ Block the GUI (do not yield) while reading/writing data.
+ @flag{wxSOCKET_REUSEADDR}
+ Allows the use of an in-use port (wxServerSocket only).
+ @flag{wxSOCKET_BROADCAST}
+ Switches the socket to broadcast mode.
+ @flag{wxSOCKET_NOBIND}
+ Stops the socket from being bound to a specific adapter (normally
+ used in conjunction with @b wxSOCKET_BROADCAST).
+ @endFlagTable
+
+ For more information on socket events see @ref wxSocketFlags .
*/
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.
- */
- bool SetLocal(wxIPV4address& local);
-
- /**
- SetNotify specifies which socket events are to be sent to the event handler.
- The @a flags parameter may be combination of flags ORed together. The
- following flags can be used:
-
- @b wxSOCKET_INPUT_FLAG
-
- to receive wxSOCKET_INPUT
-
- @b wxSOCKET_OUTPUT_FLAG
-
- to receive wxSOCKET_OUTPUT
-
- @b wxSOCKET_CONNECTION_FLAG
-
- to receive wxSOCKET_CONNECTION
-
- @b wxSOCKET_LOST_FLAG
-
- to receive wxSOCKET_LOST
-
- For example:
-
- In this example, the user will be notified about incoming socket data and
- whenever the connection is closed.
- For more information on socket events see @ref overview_wxsocketbase "wxSocket
- events".
+ @b bind() will be called before @b connect().
*/
- void SetNotify(wxSocketEventFlags flags);
+ bool SetLocal(const wxIPV4address& local);
/**
This function sets the default socket timeout in seconds. This timeout
*/
void SetTimeout(int seconds);
- /**
- Functions to retrieve current state and miscellaneous info.
- Error()
-
- GetLocal()
-
- GetPeer()
- IsConnected()
-
- IsData()
-
- IsDisconnected()
-
- LastCount()
-
- LastError()
-
- IsOk()
-
- SaveState()
-
- RestoreState()
- */
-
-
/**
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.
- If you use LastCount(), it will always return @e nbytes.
+
+ If you use LastCount(), it will always return @a nbytes.
+
If you use Error(), it will always return @false.
@param buffer
/**
This function waits until any of the following conditions is @true:
- The socket becomes readable.
- The socket becomes writable.
- An ongoing connection request has completed (wxSocketClient only)
- An incoming connection request has arrived (wxSocketServer only)
- The connection has been closed.
+ @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.
@param seconds
Number of seconds to wait.
If -1, it will wait for the default timeout,
- as set with SetTimeout.
+ as set with SetTimeout().
@param millisecond
Number of milliseconds to wait.
@return Returns @true when any of the above conditions is satisfied,
- @false if the timeout was reached.
+ @false if the timeout was reached.
- @see InterruptWait(), wxSocketServer::WaitForAccept,
+ @see InterruptWait(), wxSocketServer::WaitForAccept(),
WaitForLost(), WaitForRead(),
- WaitForWrite(), wxSocketClient::WaitOnConnect
+ WaitForWrite(), wxSocketClient::WaitOnConnect()
*/
bool Wait(long seconds = -1, long millisecond = 0);
@param seconds
Number of seconds to wait.
If -1, it will wait for the default timeout,
- as set with SetTimeout.
+ as set with SetTimeout().
@param millisecond
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. 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
+ This function waits 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).
@param seconds
Number of seconds to wait.
If -1, it will wait for the default timeout,
- as set with SetTimeout.
+ as set with SetTimeout().
@param millisecond
Number of milliseconds to wait.
bool WaitForRead(long seconds = -1, long millisecond = 0);
/**
- This function waits 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,
+ This function waits 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).
@param seconds
Number of seconds to wait.
If -1, it will wait for the default timeout,
- as set with SetTimeout.
+ as set with SetTimeout().
@param millisecond
Number of milliseconds to wait.
/**
This function writes a buffer of @a nbytes bytes to the socket.
+
Use LastCount() to verify the number of bytes actually written.
+
Use Error() to determine if the operation succeeded.
@param buffer
@return Returns a reference to the current object.
- @see Error(), LastError(), LastCount(),
- SetFlags()
+ @remarks
+
+ The exact behaviour of Write() depends on the combination of flags being used.
+ For a detailed explanation, see SetFlags().
+
+ @see Error(), LastError(), LastCount(), SetFlags()
*/
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
- @b must be read with ReadMsg. This function always waits for the entire
- buffer to be sent, unless an error occurs.
+ 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().
+
+ 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.
+
Use Error() to determine if the operation succeeded.
@param buffer
Number of bytes to send.
@return Returns a reference to the current object.
+
+ @remarks
+
+ WriteMsg() 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
+ WriteMsg() depends on the @b wxSOCKET_BLOCK flag. For a detailed explanation,
+ see SetFlags().
+
+ @see Error(), LastError(), LastCount(), SetFlags(), ReadMsg()
+
*/
wxSocketBase WriteMsg(const void* buffer, wxUint32 nbytes);
+
+ //@}
+
+
+ /**
+ @name Handling Socket Events
+ */
+ //@{
+
+ /**
+ Returns a pointer of the client data for this socket, as set with
+ SetClientData()
+ */
+ void* GetClientData() const;
+
+ /**
+ According to the @a notify value, this function enables
+ or disables socket events. If @a notify is @true, the events
+ configured with SetNotify() will
+ be sent to the application. If @a notify is @false; no events
+ will be sent.
+ */
+ void Notify(bool notify);
+
+ /**
+ Sets user-supplied client data for this socket. All socket events will
+ contain a pointer to this data, which can be retrieved with
+ the wxSocketEvent::GetClientData() function.
+ */
+ void SetClientData(void* data);
+
+ /**
+ Sets an event handler to be called when a socket event occurs. The
+ handler will be called for those events for which notification is
+ enabled with SetNotify() and
+ Notify().
+
+ @param handler
+ Specifies the event handler you want to use.
+ @param id
+ The id of socket event.
+
+ @see SetNotify(), Notify(), wxSocketEvent, wxEvtHandler
+ */
+ void SetEventHandler(wxEvtHandler& handler, int id = -1);
+
+ /**
+ Specifies which socket events are to be sent to the event handler.
+ The @a flags parameter may be combination of flags ORed together. The
+ following flags can be used:
+
+ @beginFlagTable
+ @flag{wxSOCKET_INPUT_FLAG} to receive @b wxSOCKET_INPUT.
+ @flag{wxSOCKET_OUTPUT_FLAG} to receive @b wxSOCKET_OUTPUT.
+ @flag{wxSOCKET_CONNECTION_FLAG} to receive @b wxSOCKET_CONNECTION.
+ @flag{wxSOCKET_LOST_FLAG} to receive @b wxSOCKET_LOST.
+ @endFlagTable
+
+ For example:
+
+ @code
+ sock.SetNotify(wxSOCKET_INPUT_FLAG | wxSOCKET_LOST_FLAG);
+ sock.Notify(true);
+ @endcode
+
+ In this example, the user will be notified about incoming socket data and
+ whenever the connection is closed.
+
+ For more information on socket events see @ref wxSocketEventFlags .
+ */
+ void SetNotify(wxSocketEventFlags flags);
+
+ //@}
};
/**
@class wxDatagramSocket
- @wxheader{socket.h}
+ @todo docme
@library{wxnet}
- @category{FIXME}
-
- @see wxSocketBase::Error, wxSocketBase::LastError, wxSocketBase::LastCount,
- wxSocketBase::SetFlags,
+ @category{net}
*/
class wxDatagramSocket : public wxSocketBase
{
/**
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.
+ Destructor. Please see wxSocketBase::Destroy().
*/
- ~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.
-
- @see wxSocketBase::Error, wxSocketBase::LastError, wxSocketBase::LastCount,
- wxSocketBase::SetFlags,
- */
- wxDatagramSocket ReceiveFrom(wxSockAddress& address,
- void* buffer,
- wxUint32 nbytes);
+ virtual ~wxDatagramSocket();
/**
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.
+ Use wxSocketBase::LastCount() to verify the number of bytes actually wrote.
+ Use wxSocketBase::Error() to determine if the operation succeeded.
@param address
The address of the destination peer for this data.
Number of bytes.
@return Returns a reference to the current object.
+
+ @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);
};