//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ITCPSOCKET_H #define ITCPSOCKET_H #ifdef _WIN32 #pragma once #endif #include "ichannel.h" #include "iphelpers.h" class ITCPSocket : public IChannel { public: virtual void Release() = 0; // Bind to the specified port on any address this host has. Note that the address the // socket winds up with (and getsockname() returns) isn't decided until you send a packet. virtual bool BindToAny( const unsigned short port ) = 0; // Use these to connect to a remote listening socket without blocking. // Call BeginConnect, then call UpdateConnect until it returns true. virtual bool BeginConnect( const CIPAddr &addr ) = 0; virtual bool UpdateConnect() = 0; // Connection state. virtual bool IsConnected() = 0; // If IsConnected returns false, you can call this to find out why the socket got disconnected. virtual void GetDisconnectReason( CUtlVector<char> &reason ) = 0; // Send data. Returns true if successful. // // Note: TCP likes to clump your packets together in one, so the data multiple send() calls will // get concatenated and returned in one recv() call. ITCPSocket FIXES this behavior so your recv() // calls match your send() calls. // virtual bool Send( const void *pData, int size ) = 0; // Receive data. Returns the number of bytes received. // This will wait as long as flTimeout for something to come in. // Returns false if no data was waiting. virtual bool Recv( CUtlVector<unsigned char> &data, double flTimeout=0 ) = 0; }; // Use these to get incoming connections. class ITCPListenSocket { public: // Call this to stop listening for connections and delete the object. virtual void Release() = 0; // Keep calling this as long as you want to wait for connections. virtual ITCPSocket* UpdateListen( CIPAddr *pAddr ) = 0; // pAddr is set to the remote process's address. }; // Use these to create the interfaces. ITCPSocket* CreateTCPSocket(); // Create a socket to listen with. nQueueLength specifies how many connections to enqueue. // When the queue runs out, connections can take a little longer to make. ITCPListenSocket* CreateTCPListenSocket( const unsigned short port, int nQueueLength = -1 ); // By default, timeouts are on. It's helpful to turn them off during debugging. void TCPSocket_EnableTimeout( bool bEnable ); #endif // ITCPSOCKET_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |