Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 |
//============================================================================= // TcpLink: An Internet TCP/IP connection. //============================================================================= class TcpLink extends InternetLink native transient; //----------------------------------------------------------------------------- // Variables. // LinkState is only valid for TcpLink at this time. var enum ELinkState { STATE_Initialized, // Sockets is initialized STATE_Ready, // Port bound, ready for activity STATE_Listening, // Listening for connections STATE_Connecting, // Attempting to connect STATE_Connected, // Open and connected STATE_ListenClosePending,// Socket in process of closing STATE_ConnectClosePending,// Socket in process of closing STATE_ListenClosing, // Socket in process of closing STATE_ConnectClosing // Socket in process of closing } LinkState; var IpAddr RemoteAddr; // Contains address of peer connected to from a Listen() // If AcceptClass is not None, an actor of class AcceptClass will be spawned when an // incoming connecting is accepted, leaving the listener open to accept more connections. // Accepted() is called only in the child class. You can use the LostChild() and GainedChild() // events to track your children. var class<TcpLink> AcceptClass; var const Array<byte> SendFIFO; // send fifo //----------------------------------------------------------------------------- // natives. // BindPort: Binds a free port or optional port specified in argument one. native function int BindPort( optional int Port, optional bool bUseNextAvailable ); // Listen: Listen for connections. Can handle up to 5 simultaneous connections. // Returns false if failed to place socket in listen mode. native function bool Listen(); // Open: Open a connection to a foreign host. native function bool Open( IpAddr Addr ); // Close: Closes the current connection. native function bool Close(); // IsConnected: Returns true if connected. native function bool IsConnected(); // SendText: Sends text string. // Appends a cr/lf if LinkMode=MODE_Line. Returns number of bytes sent. native function int SendText( coerce string Str ); // SendBinary: Send data as a byte array. native function int SendBinary( int Count, byte B[255] ); // ReadText: Reads text string. // Returns number of bytes read. native function int ReadText( out string Str ); // ReadBinary: Read data as a byte array. native function int ReadBinary( int Count, out byte B[255] ); //----------------------------------------------------------------------------- // Events. // Accepted: Called during STATE_Listening when a new connection is accepted. event Accepted(); // Opened: Called when socket successfully connects. event Opened(); // Closed: Called when Close() completes or the connection is dropped. event Closed(); // ReceivedText: Called when data is received and connection mode is MODE_Text. event ReceivedText( string Text ); // ReceivedLine: Called when data is received and connection mode is MODE_Line. event ReceivedLine( string Line ); // ReceivedBinary: Called when data is received and connection mode is MODE_Binary. event ReceivedBinary( int Count, byte B[255] ); defaultproperties { bAlwaysTick=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |