// Purpose: interface of wxIP*address, wxSocket* classes
// Author: wxWidgets team
// RCS-ID: $Id$
-// Licence: wxWindows license
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
+
+/**
+ The type of the native socket.
+
+ Notice that the definition below is simplified and this type is not always
+ int, e.g. it is a 64 bit integer type under Win64.
+
+ @since 2.9.5
+ */
+typedef int wxSOCKET_T;
+
+/**
+ @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{wxnet}
+ @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
A class for working with IPv4 network addresses.
- @library{wxbase}
+ @library{wxnet}
@category{net}
*/
class wxIPV4address : public wxIPaddress
@return @true on success, @false if something goes wrong (invalid @a service).
*/
- bool Service(unsigned short service) = 0;
+ bool Service(unsigned short service);
/**
Returns the current service.
*/
- unsigned short Service() const = 0;
+ unsigned short Service() const;
};
accepted, it will wait for the next incoming connection to
arrive.
- @warning: This method will block the GUI.
+ @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
bool AcceptWith(wxSocketBase& socket, bool wait = true);
/**
- This function waits for an incoming connection.
+ 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.
};
-
-/**
- @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() = 0;
-
- /**
- 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).
- */
- virtual bool Hostname(const wxString& hostname) = 0;
-
- /**
- Returns the hostname which matches the IP address.
- */
- virtual wxString Hostname() const = 0;
-
- /**
- 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.
- */
- 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 unsigned short Service() const = 0;
-};
-
-
-
/**
@class wxSocketClient
If @a wait is @true, Connect() will wait until the connection
completes.
- @warning: This method will block the GUI.
+ @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,
You are unlikely to need to use this class: only wxSocketBase uses it.
- @library{wxbase}
+ @library{wxnet}
@category{net}
@see wxSocketBase, wxIPaddress, wxIPV4address
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}
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.
+ this time. Also note that this flag impacts both Read and Write
+ operations. If it is desired to control Read independently of Write, for
+ example you want no wait on Read(), but you do want to wait on Write(), then
+ use wxSOCKET_NOWAIT_READ and wxSOCKET_NOWAIT_WRITE.
+
+ If @b wxSOCKET_NOWAIT_READ (this flag is new since wxWidgets 2.9.5) is
+ specified, Read operations will return immediately. Read operations will
+ retrieve only available data. This is the same as issuing exactly one
+ nonblocking low-level call to @b recv(). Note that @e nonblocking here
+ refers to when the function returns, not to whether the GUI blocks during
+ this time. This flag should not be enabled if ReadMsg() is going to be
+ used (it will be ignored), if you do then thread-safety may be at risk.
+ Note that wxSOCKET_NOWAIT_READ impacts only Read operations and does not
+ impact Write operations, allowing Read and Write operations to be set
+ differently.
+
+ If @b wxSOCKET_NOWAIT_WRITE (this flag is new since wxWidgets 2.9.5) is
+ specified, Write operations will return immediately. 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 send(). Note that @e nonblocking here refers to when
+ the function returns, not to whether the GUI blocks during this time. This
+ flag should not be enabled if WriteMsg() is going to be used (it will be
+ ignored), if you use it then thread safety may be at risk. Note that
+ wxSOCKET_NOWAIT_WRITE impacts only Write operations and does not impact
+ Write operations, allowing Read and Write operations to be set differently.
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
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.
+ to whether the GUI blocks during this time. Note that wxSOCKET_WAITALL
+ impacts both Read and Write operations. If you desire to wait
+ for all on just Read operations, but not on Write operations, (or vice versa),
+ use wxSOCKET_WAITALL_READ or wxSOCKET_WAITALL_WRITE.
+
+ If @b wxSOCKET_WAITALL_READ (this flag is new since wxWidgets 2.9.5) is
+ specified, Read operations won't return until ALL the data has been read
+ (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() 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. Note that
+ wxSOCKET_WAITALL_READ only has an impact on Read operations, and has no
+ impact on Write operations, allowing Read and Write operations to have
+ different settings.
+
+ If @b wxSOCKET_WAITALL_WRITE (this flag is new since wxWidgets 2.9.5) is
+ specified, Write() and WriteMsg() calls won't return until ALL the data has
+ been 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 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. Note
+ that wxSOCKET_WAITALL_WRITE only has an impact on Write operations, and has
+ no impact on Read operations, allowing Read and Write operations to have
+ different settings.
The @b wxSOCKET_BLOCK flag controls whether the GUI blocks during
IO operations. If this flag is specified, the socket will not yield
@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
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
+ - @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
+ wxSOCKET_NOBIND = 32, ///< Stops the socket from being bound to a specific
///< adapter (normally used in conjunction with
///< @b wxSOCKET_BROADCAST)
+ wxSOCKET_NOWAIT_READ = 64, ///< Read as much data as possible and return immediately
+ wxSOCKET_WAITALL_READ = 128, ///< Wait for all required data to be read unless an error occurs.
+ wxSOCKET_NOWAIT_WRITE = 256, ///< Write as much data as possible and return immediately
+ wxSOCKET_WAITALL_WRITE = 512 ///< Wait for all required data to be written unless an error occurs.
};
defines all basic IO functionality.
@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.
+ 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.
- @beginEventTable{wxSocketEvent}
+ @beginEventEmissionTable{wxSocketEvent}
@event{EVT_SOCKET(id, func)}
Process a @c wxEVT_SOCKET event.
See @ref wxSocketEventFlags and @ref wxSocketFlags for more info.
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.
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.
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().
+
+ @deprecated
+ This function is kept mostly for backwards compatibility. Use
+ LastReadCount() or LastWriteCount() instead. LastCount() is still
+ needed for use with less commonly used functions: Discard(),
+ Peek(), and Unread().
*/
wxUint32 LastCount() const;
+ /**
+ Returns the number of bytes read by the last Read() or ReadMsg()
+ call (receive direction only).
+
+ This function is thread-safe, in case Read() is executed in a
+ different thread than Write(). Use LastReadCount() instead of
+ LastCount() for this reason.
+
+ Unlike LastCount(), the functions Discard(), Peek(), and Unread()
+ are currently not supported by LastReadCount().
+
+ @since 2.9.5
+ */
+ wxUint32 LastReadCount() const;
+
+ /**
+ Returns the number of bytes written by the last Write() or WriteMsg()
+ call (transmit direction only).
+
+ This function is thread-safe, in case Write() is executed in a
+ different thread than Read(). Use LastWriteCount() instead of
+ LastCount() for this reason.
+
+ @since 2.9.5
+ */
+ wxUint32 LastWriteCount() const;
+
/**
Returns the last wxSocket error. See @ref wxSocketError .
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.
+ 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.
//@{
/**
- 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 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.
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()
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.
@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.
- Use LastCount() to verify the number of bytes actually read.
+ Read up to the given number of bytes from the socket.
+
+ Use LastReadCount() to verify the number of bytes actually read.
Use Error() to determine if the operation succeeded.
@param buffer
The exact behaviour of Read() depends on the combination of flags being used.
For a detailed explanation, see SetFlags()
- @see Error(), LastError(), LastCount(),
+ @see Error(), LastError(), LastReadCount(),
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.
+ Use LastReadCount() to verify the number of bytes actually read.
Use Error() to determine if the operation succeeded.
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().
+ For thread safety, in case ReadMsg() and WriteMsg() are called in
+ different threads, it is a good idea to call
+ SetFlags(wxSOCKET_WAITALL|wx_SOCKET_BLOCK) before the first calls
+ to ReadMsg() and WriteMsg() in different threads, as each of these
+ functions will call SetFlags() which performs read/modify/write. By
+ setting these flags before the multi-threading, it will ensure that
+ they don't get reset by thread race conditions.
- @see Error(), LastError(), LastCount(), SetFlags(), WriteMsg()
+ @see Error(), LastError(), LastReadCount(), 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.
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.
+ Use LastWriteCount() to verify the number of bytes actually written.
Use Error() to determine if the operation succeeded.
The exact behaviour of Write() depends on the combination of flags being used.
For a detailed explanation, see SetFlags().
- @see Error(), LastError(), LastCount(), SetFlags()
+ @see Error(), LastError(), LastWriteCount(), 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.
+ Use LastWriteCount() to verify the number of bytes actually written.
Use Error() to determine if the operation succeeded.
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().
+ For thread safety, in case ReadMsg() and WriteMsg() are called in
+ different threads, it is a good idea to call
+ @code SetFlags(wxSOCKET_WAITALL|wx_SOCKET_BLOCK) @endcode before the
+ first calls to ReadMsg() and WriteMsg() in different threads, as each
+ of these functions calls SetFlags() which performs read/modify/write.
+ By setting these flags before the multi-threading, it will ensure that
+ they don't get reset by thread race conditions.
- @see Error(), LastError(), LastCount(), SetFlags(), ReadMsg()
+ @see Error(), LastError(), LastWriteCount(), SetFlags(), ReadMsg()
*/
- wxSocketBase WriteMsg(const void* buffer, wxUint32 nbytes);
+ wxSocketBase& WriteMsg(const void* buffer, wxUint32 nbytes);
//@}
*/
void SetNotify(wxSocketEventFlags flags);
+ /**
+ Returns the native socket descriptor.
+
+ This is intended to use with rarely used specific platform features
+ that can only be accessed via the actual socket descriptor.
+
+ Do not use this for reading or writing data from or to the socket as
+ this would almost surely interfere with wxSocket code logic and result
+ in unexpected behaviour.
+
+ The socket must be successfully initialized, e.g. connected for client
+ sockets, before this method can be called.
+
+ @return Returns the native socket descriptor.
+
+ @since 2.9.5
+ */
+ wxSOCKET_T GetSocket() const;
+
//@}
};
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.
+ Write a buffer of @a nbytes bytes to the socket.
+
+ Use wxSocketBase::LastWriteCount() to verify the number of bytes actually wrote.
Use wxSocketBase::Error() to determine if the operation succeeded.
@param address