topical media & game development
lib-of-vs-libs-Poco-include-Poco-Net-ServerSocket.h / h
//
// ServerSocket.h
//
//
//
// Library: Net
// Package: Sockets
// Module: ServerSocket
//
// Definition of the ServerSocket class.
//
// Copyright (c) 2005-2006, Applied Informatics Software Engineering GmbH.
// and Contributors.
//
// Permission is hereby granted, free of charge, to any person or organization
// obtaining a copy of the software and accompanying documentation covered by
// this license (the "Software") to use, reproduce, display, distribute,
// execute, and transmit the Software, and to prepare derivative works of the
// Software, and to permit third-parties to whom the Software is furnished to
// do so, all subject to the following:
//
// The copyright notices in the Software and this entire statement, including
// the above license grant, this restriction and the following disclaimer,
// must be included in all copies of the Software, in whole or in part, and
// all derivative works of the Software, unless such copies or derivative
// works are solely in the form of machine-executable object code generated by
// a source language processor.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
// SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
// FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
ifndef Net_ServerSocket_INCLUDED
define Net_ServerSocket_INCLUDED
include "Poco/Net/Net.h"
include "Poco/Net/Socket.h"
include "Poco/Net/StreamSocket.h"
namespace Poco {
namespace Net {
class Net_API ServerSocket: public Socket
This class provides an interface to a
TCP server socket.
{
public:
ServerSocket();
Creates a server socket.
The server socket must be bound to
and address and put into listening state.
ServerSocket(const Socket& socket);
Creates the ServerSocket with the SocketImpl
from another socket. The SocketImpl must be
a ServerSocketImpl, otherwise an InvalidArgumentException
will be thrown.
ServerSocket(const SocketAddress& address, int backlog = 64);
Creates a server socket, binds it
to the given address and puts it in listening
state.
After successful construction, the server socket
is ready to accept connections.
ServerSocket(Poco::UInt16 port, int backlog = 64);
Creates a server socket, binds it
to the given port and puts it in listening
state.
After successful construction, the server socket
is ready to accept connections.
virtual ~ServerSocket();
Destroys the StreamSocket.
ServerSocket& operator = (const Socket& socket);
Assignment operator.
Releases the socket's SocketImpl and
attaches the SocketImpl from the other socket and
increments the reference count of the SocketImpl.
virtual void bind(const SocketAddress& address, bool reuseAddress = false);
Bind a local address to the socket.
This is usually only done when establishing a server
socket. TCP clients should not bind a socket to a
specific address.
If reuseAddress is true, sets the SO_REUSEADDR
socket option.
virtual void bind(Poco::UInt16 port, bool reuseAddress = false);
Bind a local port to the socket.
This is usually only done when establishing a server
socket.
If reuseAddress is true, sets the SO_REUSEADDR
socket option.
virtual void listen(int backlog = 64);
Puts the socket into listening state.
The socket becomes a passive socket that
can accept incoming connection requests.
The backlog argument specifies the maximum
number of connections that can be queued
for this socket.
virtual StreamSocket acceptConnection(SocketAddress& clientAddr);
Get the next completed connection from the
socket's completed connection queue.
If the queue is empty, waits until a connection
request completes.
Returns a new TCP socket for the connection
with the client.
The client socket's address is returned in clientAddr.
virtual StreamSocket acceptConnection();
Get the next completed connection from the
socket's completed connection queue.
If the queue is empty, waits until a connection
request completes.
Returns a new TCP socket for the connection
with the client.
protected:
ServerSocket(SocketImpl* pImpl, bool);
The bool argument is to resolve an ambiguity with
another constructor (Microsoft Visual C++ 2005)
};
} } // namespace Poco::Net
endif // Net_ServerSocket_INCLUDED
(C) Æliens
04/09/2009
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